2.7 KiB
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
- Fix calculation bugs - Unit conversion, DPP formula
- Research attachments - Proper decay/effect values
- Redesign armor system - Sets + individual parts
- 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