fix(loadout): convert ammo units to PEC correctly (1 ammo = 0.01 PEC)

- Ammo Burn from API is in ammo units, not PEC
- 1 ammo = 0.01 PEC = 0.0001 PED
- Was treating 848 ammo as 848 PEC (WRONG)
- Now correctly: 848 ammo = 8.48 PEC
- Fixes cost calculation: 30,552 PED/hr → ~330 PED/hr
This commit is contained in:
LemonNexus 2026-02-09 10:09:19 +00:00
parent d5ddb0deb7
commit dca96662b0
3 changed files with 224 additions and 3 deletions

View File

@ -0,0 +1,134 @@
# Entropia Universe Attachment Mechanics - Technical Breakdown
**Source:** Domain expert knowledge from user (@ImpulsiveFPS)
**Date:** 2026-02-09
---
## 1. Amplifiers (Amps)
**Most common attachment for damage increase.**
### Mechanics:
- **Additional Damage:** Added to weapon's base damage
- **Cost Per Shot:** Increases SIGNIFICANTLY
- Pay weapon's normal ammo/decay PLUS amplifier decay
- **Economy:** Amp is "Eco" only if weapon Efficiency remains high
### Strategic Use:
- Higher DPS = kill faster = less time mob hits you
- Saves money on armor decay and healing
- Most players use amps for speed, not efficiency
---
## 2. Sights & Scopes
**"Skill-based" attachments.**
### Mechanics:
- **Stats:** Aiming/Skill Increase Bonus + Zoom
- **High-end versions:** Critical Hit Chance or Critical Damage bonuses
- **Cost Per Shot:** Increases SLIGHTLY
- No ammo cost
- Decay (lose value) every trigger pull
### Economy Analysis:
- "Standard" scopes provide ~0.1% efficiency boost
- **Veteran advice:** Don't use basic ones - decay cost outweighs tiny accuracy benefit
- Only use if trying to "skill up" faster
---
## 3. Absorbers (Deterioration Absorbers)
**Overlooked by beginners - protects weapon durability.**
### Examples:
- ArMatrix Extender series
### Mechanics:
- **What they do:** "Absorb" percentage of weapon's decay
- **Stats:** No damage or accuracy - strictly protect durability
- **Cost Per Shot:** Technically NEUTRAL or CHEAPER
- Absorber decays, but prevents gun from decaying
### Strategic Use:
- Use on Limited (L) weapons with high "Markup"
- Makes expensive guns last longer
- Saves money long-term on high-markup weapons
---
## 4. Enhancers ("Slot" Attachments)
**High-risk, high-reward attachments.**
### Types:
- Damage Enhancer
- Economy Enhancer
- Range Enhancer
- etc.
### Mechanics:
- **Stats:** Massive boosts (+10% Damage, -1% Weapon Decay)
- **Cost Per Shot:** HIGH RISK
- Don't just decay - have RANDOM CHANCE TO BREAK and disappear completely
### Strategic Use:
- Only recommended for HIGH-LEVEL hunting
- "Killing it before it kills you" survival strategy
- Not for casual/beginner hunters
---
## Important Note: Sights Stacking
**Weapons can have multiple sights:**
- Weapon can have a sight
- Scope can ALSO have a sight
- **Maximum:** 2 sights possible (weapon + scope)
---
## Cost Calculation Formula (Correct)
### Base Weapon Cost Per Shot:
```
Cost = (weapon_decay_pec + weapon_ammo_pec) / 100 # PED
```
### With Amplifier:
```
Cost = (weapon_decay_pec + weapon_ammo_pec + amp_decay_pec) / 100
```
### With Scope:
```
Cost = (weapon_decay_pec + weapon_ammo_pec + scope_decay_pec) / 100
# (ammo cost unchanged)
```
### With Absorber:
```
Weapon decay prevented = weapon_decay_pec × absorption_rate
Net cost = (weapon_decay_pec × (1 - absorption_rate) + absorber_decay_pec + weapon_ammo_pec) / 100
```
### With Enhancer:
```
Base cost + enhancer_decay
# Plus risk of total enhancer loss (breakage)
```
---
## Implementation Notes for Lemontropia Suite
1. **Amp Cost:** Add amp_decay_pec to every shot cost
2. **Scope Cost:** Add scope_decay_pec (no ammo impact)
3. **Absorber:** Reduce weapon decay by absorption %, add absorber decay
4. **Enhancer:** Add decay + implement breakage chance mechanic
5. **Double Sights:** Support weapon sight + scope sight combination
**Key Insight:** Amps increase DPS but cost more per shot. Scopes/Absorbers are situational. Enhancers are high-risk endgame.

83
memory/2026-02-09.md Normal file
View File

@ -0,0 +1,83 @@
# 2026-02-09 - Sprint 2 Phase 2 Complete + Agent Swarm Build
## Session Summary
**Time:** 09:00 - 09:45 UTC
**Commits:** 15+ including agent swarm builds
**Status:** Core hunting system functional, calculations need refinement
## What Was Built
### ✅ COMPLETED - Agent Swarm (3 parallel agents)
**Agent 1: Loadout Manager v2.0**
- Full Nexus API integration (3,099 weapons, 1,985 armors, 106 finders)
- Attachment system: Amplifiers, Scopes, Absorbers, Armor Platings
- Weapon/Armor/Attachment selectors with real data
- Complete cost calculations (weapon + armor + attachments + healing)
- NEW: `ui/attachment_selector.py` (678 lines)
**Agent 2: Armor Decay Tracking**
- When player takes damage → armor decay cost calculated
- Added to HUD total cost automatically
- Uses real armor decay from Nexus API
**Agent 3: Healing Cost** (partial)
- Healing tools selection in Loadout Manager
- Cost per heal tracking
### ✅ HUD Enhancements
- Cost tracking per shot (weapon decay)
- Profit/Loss calculation (loot - cost)
- Color-coded P/L (green=profit, red=loss)
- Shots fired counter
- Estimated kills (1 per loot event)
- DPP display in HUD
### ✅ Core Systems
- `core/attachments.py` - Full attachment type system
- Attachment compatibility validation
- Mock attachment data for testing
## Issues Discovered
### Calculation Bugs (CRITICAL)
Weapon cost showing **30,590 PED/hour** - completely wrong!
**Problems:**
- Ammo: 848 PEC/shot - should be ~8.48 PEC (0.0848 PED)
- DPP: 0.0506 - way too low (should be ~2-4)
- Unit conversion errors between PEC/PED
### Armor System Needs Redesign
User feedback:
- Want to pick armor sets OR individual parts
- Current implementation annoying
- Mix & match should be supported (e.g., Ghost Harness + Shogun Arms)
### Attachment Research Needed
- Real EU attachment mechanics not fully understood
- Need to research from Entropia Wiki/Nexus
- Amplifiers: add damage + increase ammo burn
- Scopes: range boost, minimal decay
- Absorbers: damage reduction, moderate decay
## Next Steps
1. **Fix calculation bugs** - Unit conversion, DPP formula
2. **Research attachments** - Proper decay/effect values
3. **Redesign armor system** - Sets + individual parts
4. **Test with real hunt** - Verify costs are realistic
## Key Decisions
- Kill tracking: 1 per loot event (estimated, not exact)
- Shrapnel handling: included in loot, not kill count
- Cost tracking: weapon decay per shot + armor decay per hit
- Agent swarm effective for parallel development but needs verification
## Technical Debt
- Calculation formulas need unit tests
- Attachment effects need validation against real EU data
- Armor system needs complete rewrite for flexibility

View File

@ -139,10 +139,14 @@ class LoadoutConfig:
return total
def get_total_ammo_per_shot(self) -> Decimal:
"""Calculate total ammo per shot including amplifier."""
total = self.weapon_ammo_pec
"""Calculate total ammo cost per shot in PEC.
Note: ammo_burn from API is in ammo units (1 ammo = 0.01 PEC)
"""
# Convert ammo units to PEC (1 ammo = 0.01 PEC)
total = self.weapon_ammo_pec * Decimal("0.01")
if self.weapon_amplifier:
# Amplifiers typically add ammo cost based on damage increase
# Amplifiers add ammo cost based on damage increase
# Rough estimate: 0.2 PEC per damage point for amp
total += self.weapon_amplifier.damage_bonus * Decimal("0.2")
return total