Lemontropia-Suite/memory/2026-02-09.md

2.7 KiB

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 + plate decay per hit
  • Agent swarm effective for parallel development but needs verification
  • Armor Plating: 7 pieces, 1 plate per piece, plates take damage FIRST

Technical Debt

  • Calculation formulas need unit tests
  • Attachment effects need validation against real EU data
  • Armor system needs complete rewrite for flexibility