14 KiB
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:
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 <PATTERN> -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):
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):
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 <noreply@anthropic.com>
Task 2: Frontend integer rendering
Files: frontend/src/components/inventory/ResultsTable.tsx, DetailPanel.tsx.
- Step 1: In
ResultsTable.tsxcell()case 'od_rating', render integer:
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:
{item.od_rating != null && <Row k="Weapon OD" v={String(item.od_rating)} />}
- Step 3: Build
cd frontend && npm run build; deletestatic/_build. Commit:
feat(frontend): render weapon OD as integer (0-10 loot-profile scale)
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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:
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, commitstatic/+frontend/, push, servergit 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.