# Weapon OD from Loot Profile — Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: superpowers:subagent-driven-development. Steps use checkbox (`- [ ]`) syntax. **Goal:** Replace the OD calculation with the user's VTank loot-profile ladder so `od_rating` is the 0–10 (casters 0–7) integer they see on ident. Spec: `docs/superpowers/specs/2026-07-15-weapon-od-loot-profile-design.md`. **Architecture:** Rewrite `go-services/inventory-go/od.go` around an ordered bucket table (below, extracted from `Loot.utl`). `OD = clamp(stat − baseline, 1, cap)` for the first matching bucket. Backfill; the frontend renders integer OD. **Tech Stack:** Go 1.25 (server-only tests in `golang:1.25-bookworm`), React (npm build). **Working dir for git:** `C:/Users/erikn/source/repos/dereth-workspace/MosswartOverlord` **Go test command:** ```bash cd "C:/Users/erikn/source/repos/dereth-workspace/MosswartOverlord" && \ tar czf - go-services | ssh erik@overlord.snakedesert.se \ "rm -rf /tmp/tdd-verify && mkdir -p /tmp/tdd-verify && tar xzf - -C /tmp/tdd-verify" && \ ssh erik@overlord.snakedesert.se \ "docker run --rm -v /tmp/tdd-verify/go-services/inventory-go:/src -w /src golang:1.25-bookworm \ sh -c 'go mod tidy >/dev/null 2>&1; go test ./... -run -v 2>&1'" ``` **Item keys:** object_class from `raw["ObjectClass"]`; skill `IntValues["218103840"]` (melee/missile) / `IntValues["159"]` (casters); mastery `IntValues["353"]`; MaxDamage `IntValues["218103842"]`; missile dmg `IntValues["218103839"]`; elemVsMon `DoubleValues["152"]`; name `raw["Name"]`. Helpers `bag/ivI/dvF/rawI/rawS` exist in process.go. --- ### Task 1: Rewrite od.go with the loot-profile table (TDD) **Files:** rewrite `go-services/inventory-go/od.go`; rewrite `go-services/inventory-go/od_test.go`. - [ ] **Step 1: Write tests first** (`od_test.go`, replacing the old content): ```go package main import "testing" func TestOD_MeleeTetsubo(t *testing.T) { // 2H Cleaving baseline 45, name "Tetsubo", maxdmg 85 → clamp(85-45,1,10)=10. raw := map[string]any{"ObjectClass": 1.0, "Name": "Tetsubo", "IntValues": map[string]any{"218103840": 41.0, "353": 11.0, "218103842": 85.0}} if od, ok := computeOD(raw); !ok || od != 10 { t.Fatalf("Tetsubo OD=%v ok=%v want 10", od, ok) } } func TestOD_MeleeMidTier(t *testing.T) { // Heavy Axe baseline 74, name "War Axe", maxdmg 79 → clamp(79-74,1,10)=5. raw := map[string]any{"ObjectClass": 1.0, "Name": "Bronze War Axe", "IntValues": map[string]any{"218103840": 44.0, "353": 3.0, "218103842": 79.0}} if od, ok := computeOD(raw); !ok || od != 5 { t.Fatalf("War Axe OD=%v ok=%v want 5", od, ok) } } func TestOD_MeleeBelowBaselineNull(t *testing.T) { // Heavy Axe baseline 74, maxdmg 74 → stat-baseline=0 (<1) → null. raw := map[string]any{"ObjectClass": 1.0, "Name": "Bronze War Axe", "IntValues": map[string]any{"218103840": 44.0, "353": 3.0, "218103842": 74.0}} if _, ok := computeOD(raw); ok { t.Fatal("maxdmg == baseline must be null") } } func TestOD_MeleeNameGateNull(t *testing.T) { // Heavy Axe bucket requires name in {Silifi,Lugian,War Axe,Battle}. A skill-44 // mastery-3 item NOT matching any name and matching no other bucket → null. raw := map[string]any{"ObjectClass": 1.0, "Name": "Bronze Frobnicator", "IntValues": map[string]any{"218103840": 44.0, "353": 3.0, "218103842": 84.0}} if _, ok := computeOD(raw); ok { t.Fatal("name not matching the Heavy Axe filter must be null") } } func TestOD_Crossbow(t *testing.T) { // Xbow baseline 77, k839=89 → clamp(89-77,1,10)=10. raw := map[string]any{"ObjectClass": 9.0, "Name": "Fire Compound Crossbow", "IntValues": map[string]any{"218103840": 47.0, "353": 9.0, "218103839": 89.0}} if od, ok := computeOD(raw); !ok || od != 10 { t.Fatalf("Xbow OD=%v ok=%v want 10", od, ok) } } func TestOD_WarCaster(t *testing.T) { // War caster: elemVsMon 1.40 → clamp(round((1.40-1.18)*100),1,7)=clamp(22,1,7)=7. raw := map[string]any{"ObjectClass": 31.0, "Name": "Diamond Frost Baton", "IntValues": map[string]any{"159": 34.0}, "DoubleValues": map[string]any{"152": 1.40}} if od, ok := computeOD(raw); !ok || od != 7 { t.Fatalf("War caster OD=%v ok=%v want 7", od, ok) } } func TestOD_VoidCasterTier(t *testing.T) { // Void caster: name must contain "Nether"; elemVsMon 1.22 → round((1.22-1.18)*100)=4. raw := map[string]any{"ObjectClass": 31.0, "Name": "Silver Nether Staff", "IntValues": map[string]any{"159": 43.0}, "DoubleValues": map[string]any{"152": 1.22}} if od, ok := computeOD(raw); !ok || od != 4 { t.Fatalf("Void caster OD=%v ok=%v want 4", od, ok) } } func TestOD_BowDeferredNull(t *testing.T) { // Bows (mastery 8) are deferred → always null in this pass. raw := map[string]any{"ObjectClass": 9.0, "Name": "Corsair's Arc", "IntValues": map[string]any{"218103840": 47.0, "353": 8.0, "218103839": 70.0}} if _, ok := computeOD(raw); ok { t.Fatal("bows are deferred → null") } } ``` - [ ] **Step 2: Run → RED** (`-run TestOD`): fails (old computeOD signature returns float; these expect int). Build/logic failure expected. - [ ] **Step 3: Rewrite `od.go`** (delete ALL old content — table, spell dicts, variance math — and replace): ```go package main import "strings" // Weapon OD = the user's VirindiTank Loot.utl classification (0–10, casters // 0–7), printed by Mag-Tools on ident. OD = clamp(stat − baseline, 1, cap) for // the first matching bucket, else null. Buckets/baselines transcribed from // Loot.utl (see design doc 2026-07-15-weapon-od-loot-profile). type odBucket struct { objectClass int // 1 melee, 9 missile, 31 caster skill int // 218103840 for melee/missile, 159 for casters; 0 = any mastery int // IntValues 353; -1 = not checked nameAlts []string // OR of case-sensitive substrings; empty = no name gate statKey string // IntValues key (melee/missile) or "" dblStatKey string // DoubleValues key (casters) or "" baseline float64 cap int } // Ordered: name-gated buckets are effectively specific; first match wins. var odBuckets = []odBucket{ // --- Melee (object_class 1, stat MaxDamage 218103842, cap 10) --- {1, 44, 3, []string{"Silifi", "Lugian", "War Axe", "Battle"}, "218103842", "", 74, 10}, // (H) Axe {1, 45, 3, []string{"Dolabra", "Ono", "Hand", "War Hammer"}, "218103842", "", 61, 10}, // (L) Axe {1, 46, 3, []string{"Hatchet", "Shou-ono", "Tungi", "Hammer"}, "218103842", "", 61, 10}, // (F) Axe {1, 44, 6, []string{"Stiletto", "Jambiya"}, "218103842", "", 38, 10}, // (H) Dagger MS {1, 44, 6, nil, "218103842", "", 71, 10}, // (H) Dagger {1, 45, 6, nil, "218103842", "", 58, 10}, // (L) Dagger (MS shares names=nil; see note) {1, 46, 6, []string{"Knife", "Lancet"}, "218103842", "", 28, 10}, // (F) Dagger MS {1, 46, 6, nil, "218103842", "", 58, 10}, // (F) Dagger {1, 44, 4, []string{"Mazule", "Mace", "Morning"}, "218103842", "", 69, 10}, // (H) Mace {1, 45, 4, []string{"Club", "Kasrullah"}, "218103842", "", 56, 10}, // (L) Mace {1, 46, 4, []string{"Board", "Tofun", "Dabus"}, "218103842", "", 56, 10}, // (F) Mace {1, 44, 5, []string{"Glaive", "Trident", "Partizan"}, "218103842", "", 72, 10}, // (H) Spear {1, 45, 5, []string{"Spear", "Yari"}, "218103842", "", 60, 10}, // (L) Spear {1, 44, 7, []string{"Nabut", "Stick"}, "218103842", "", 69, 10}, // (H) Staff {1, 45, 7, nil, "218103842", "", 57, 10}, // (L) Staff {1, 46, 7, []string{"Jo", "Bastone"}, "218103842", "", 57, 10}, // (F) Staff {1, 44, 2, []string{"Takuba", "Flamberge", "Ken", "Long", "Tachi"}, "218103842", "", 71, 10}, // (H) Sword {1, 45, 2, []string{"Dericost", "Broad", "Shamshir", "Kaskara", "Spada"}, "218103842", "", 58, 10}, // (L) Sword {1, 46, 2, []string{"Scimitar", "Yaoji", "Short", "Sabra", "Simi"}, "218103842", "", 58, 10}, // (F) Sword {1, 44, 1, []string{"Nekode", "Cestus"}, "218103842", "", 59, 10}, // (H) UA {1, 45, 1, []string{"Katar", "Knuckles"}, "218103842", "", 48, 10}, // (L) UA {1, 46, 1, []string{"Claw", "Wraps"}, "218103842", "", 48, 10}, // (F) UA {1, 41, -1, []string{"Nodachi", "Shashqa", "Spadone", "Greataxe", "Quadrelle", "Khanda-handled", "Tetsubo", "Star"}, "218103842", "", 45, 10}, // (2H) Cleaving {1, 41, -1, []string{"Assagai", "Pike", "Magari", "Corsesca"}, "218103842", "", 48, 10}, // (2H) Spear // --- Crossbow (object_class 9, mastery 9, stat 218103839, cap 10) --- {9, 47, 9, nil, "218103839", "", 77, 10}, // --- Casters (object_class 31, stat elemVsMon 152, cap 7) --- {31, 34, -1, []string{"Baton", "Sceptre", "Staff"}, "", "152", 1.18, 7}, // War {31, 43, -1, []string{"Nether"}, "", "152", 1.18, 7}, // Void // Bows (mastery 8) and Thrown (mastery 10) are intentionally ABSENT → null. } func nameMatches(name string, alts []string) bool { if len(alts) == 0 { return true } for _, a := range alts { if strings.Contains(name, a) { return true } } return false } // computeOD returns the loot-profile OD (integer, as float64 for the DB column) // and ok=false when no bucket matches or the stat is at/below baseline. func computeOD(raw map[string]any) (float64, bool) { oc := rawI(raw, "ObjectClass", 0) iv := bag(raw, "IntValues") dv := bag(raw, "DoubleValues") name := rawS(raw, "Name") skillMelee := ivI(iv, "218103840", 0) skillCaster := ivI(iv, "159", 0) mastery := ivI(iv, "353", -999) for _, b := range odBuckets { if b.objectClass != oc { continue } sk := skillMelee if b.objectClass == 31 { sk = skillCaster } if b.skill != 0 && b.skill != sk { continue } if b.mastery != -1 && b.mastery != mastery { continue } if !nameMatches(name, b.nameAlts) { continue } var stat float64 if b.dblStatKey != "" { stat = dvF(dv, b.dblStatKey, 0) } else { stat = float64(ivI(iv, b.statKey, 0)) } od := stat - b.baseline if b.dblStatKey != "" { od = od * 100 // caster elemVsMon: percentage points } odInt := int(od + 0.5) // round if odInt < 1 { return 0, false } if odInt > b.cap { odInt = b.cap } return float64(odInt), true } return 0, false } ``` Note on the (L) Dagger MS bucket: the profile has an `(L) Dagger MS` (baseline 28) with no name filter, which would collide with `(L) Dagger` (baseline 58, also no name). Two nameless same-skill/mastery buckets can't be distinguished by our fields; the plan keeps only `(L) Dagger` (baseline 58) — the more conservative (higher-baseline, fewer false OD10s). Document this as a known minor gap in the commit message. - [ ] **Step 4: Run → GREEN** (`-run TestOD`) all pass; then `-run .` whole package + `go vet ./...` clean. - [ ] **Step 5: Commit** ``` feat(inventory-go): recompute OD from VTank loot-profile ladder (0-10 / casters 0-7) Replaces the UtilityBelt over-retail float with the user's actual in-game OD: per-weapon-type MaxDamage/elemVsMon thresholds from Loot.utl. Bows/thrown deferred (null) pending a computed-stat calibration. (L) Dagger MS bucket folded into (L) Dagger (indistinguishable by captured fields). Co-Authored-By: Claude Sonnet 5 ``` --- ### Task 2: Frontend integer rendering **Files:** `frontend/src/components/inventory/ResultsTable.tsx`, `DetailPanel.tsx`. - [ ] **Step 1:** In `ResultsTable.tsx` `cell()` `case 'od_rating'`, render integer: ```ts case 'od_rating': { const v = item.od_rating; return v == null ? '—' : String(v); } ``` - [ ] **Step 2:** In `DetailPanel.tsx`, change the OD row to plain integer: ```tsx {item.od_rating != null && } ``` - [ ] **Step 3:** Build `cd frontend && npm run build`; delete `static/_build`. Commit: ``` feat(frontend): render weapon OD as integer (0-10 loot-profile scale) Co-Authored-By: Claude Sonnet 5 ``` --- ### Task 3: Deploy backend + backfill + verify - [ ] **Step 1:** Sync + test-gated build + recreate inventory-go (cutover override) — standard flow from CLAUDE.md. - [ ] **Step 2:** Backfill: `ssh erik@overlord.snakedesert.se "curl -s -X POST http://127.0.0.1:8772/admin/backfill-od"`. Expect `{scanned, updated}`. - [ ] **Step 3:** Verify distribution is 0–10 / casters ≤7 and spot-check known items: ```bash ssh erik@overlord.snakedesert.se "docker exec inventory-db psql -U inventory_user -d inventory_db -tc \"SELECT min(od_rating),max(od_rating),count(*) FILTER (WHERE od_rating IS NOT NULL) FROM items WHERE object_class IN (1,9,31);\"" ssh erik@overlord.snakedesert.se "curl -s 'http://127.0.0.1:8770/inv/search/items?include_all_characters=true&weapon_only=true&min_od=1&sort_by=od&sort_dir=desc&limit=10' | python3 -c \"import json,sys;d=json.load(sys.stdin);[print(i.get('od_rating'),'|',i['name']) for i in d['items']]\"" ``` Expect max = 10, casters max 7, Tetsubo = 10. --- ### Task 4: Deploy frontend + user verify - [ ] `bash deploy-frontend.sh`, commit `static/`+`frontend/`, push, server `git pull` (handle the tar-sync working-tree blocker as before: verify blockers match origin, checkout/rm, re-pull). - [ ] **User check:** ID a few weapons in-game and confirm the site's OD column matches the grey OD text (melee + crossbows + casters). Bows/thrown show `—` (deferred) — confirm that's acceptable and, if wanted, provide one bow OD reading to finish them. --- ## Self-review - Melee 25 buckets + xbow + 2 casters implemented; bows/thrown null (documented). - (L) Dagger MS folded into (L) Dagger — noted. - Old variance/retail od.go fully deleted. - od_rating stays the same column/param/sort; only values + rendering change.