58 lines
3.2 KiB
Markdown
58 lines
3.2 KiB
Markdown
# Entropia Universe: Game Mechanics & Logic for Developers
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This document defines the core mechanics, terminology, and financial formulas of Entropia Universe (EU). It is essential for the coding agent to understand these to ensure tracking accuracy in a Real Cash Economy (RCE) environment.
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---
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## 1. Currency & Economic Units
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* **PED (Project Entropia Dollar):** The main currency ($10 \text{ PED} = 1 \text{ USD}$).
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* **PEC (Project Entropia Cent):** The smallest unit ($100 \text{ PEC} = 1 \text{ PED}$).
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* **TT Value (Trade Terminal):** The base intrinsic value of an item. Any item can be "sold to the machine" for its TT value at any time.
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* **Markup (MU):** The player-to-player market value.
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* *Calculation:* If an item has 100 PED TT and sells for 105 PED, the Markup is 105%.
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## 2. The "Decay" System (Operational Cost)
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In Entropia, almost every action has a real-world cost via "Decay."
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* **Item Decay:** Every time a tool, weapon, or piece of armor is used, its TT value decreases.
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* **Total Cost per Action:**
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$$\text{Cost} = \text{Item Decay} + \text{Consumables (Ammo/Probes/Materials)}$$
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## 3. Module-Specific Logic
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### A. Hunting (Combat)
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The goal is to track efficiency (Returns vs. Costs).
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* **DDP (Damage Per PEC):** How much damage is dealt for every 0.01 PED spent.
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* **Loot Detection:** The software must parse the `chat.log` or screen for:
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* `"You received [Item] Value: [Amount] PED"`
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* **Global/HoF:** Special large loots. The software should trigger a screenshot when these specific strings appear in the logs.
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### B. Mining (Geospatial)
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Mining is a search-and-retrieval mechanic.
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* **Probes:** Consumed for every "drop" (attempt to find resources).
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* **Claims:** When a resource is found, it has a "Size" (e.g., "Ample", "Significant"). Each size corresponds to a specific TT value range.
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* **Coordinates:** Every action is logged with $(X, Y)$ coordinates. Tracking these is vital for heat-mapping.
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### C. Crafting (Manufacturing)
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A volume-based numbers game.
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* **Blueprints (BPs):** Required to manufacture. They have a **Quality Rating (QR)** which increases success chance.
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* **Outcomes:** Success, Near-Success (loss of materials, no item), or Failure.
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* **Residue:** A filler material used to ensure the crafted item is at its "Maximum TT" value upon creation.
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## 4. Financial Tracking Formulas
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To be implemented in the software's analytics engine:
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1. **Return on Investment (ROI):**
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$$\text{ROI \%} = \left( \frac{\text{Total Loot Received (TT Value)}}{\text{Total Decay} + \text{Total Consumables}} \right) \times 100$$
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2. **Net Profit/Loss (Including Market Value):**
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$$\text{Net} = (\text{Loot TT} \times \text{Market Markup \%}) - (\text{Total Cost of Session})$$
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3. **Efficiency (Hunting):**
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$$\text{Efficiency \%} = \frac{\text{Damage Dealt}}{\text{PEC Spent}} \text{ relative to max weapon stats.}$$
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---
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## Technical Instructions for Agent:
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* **Stability:** Prioritize reading `Documents/Entropia Universe/chat.log` for loot/damage data.
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* **Precision:** Use high-precision floating point numbers for currency calculations (at least 4 decimal places) to avoid rounding errors over thousands of "clicks."
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* **State Management:** Always assume a session might crash. Save data frequently to the "Current Project" file. |