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Track materials spent, traded and engineered (Engineering card stale after a material trader) - #222
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The game writes a full Materials snapshot only at launch and relog. Between snapshots only MaterialCollected (which only adds) was followed, so trading, engineering, synthesis, discarding and research left every later count wrong and the Engineering card stale after a material trader. StateTracker now follows MaterialTrade, MaterialDiscarded, EngineerCraft, Synthesis, TechnologyBroker (materials only), EngineerContribution (materials only) and ScientificResearch. Ingredients carry no category, so they are looked up across the three buckets. Pickups and trade receipts are capped at the material's grade cap, since the game logs a pickup but only holds up to the cap (Imperial Shielding, grade 5: 100); counting it all left a 2 item error that carried through every later spend. Spending never goes below zero or invents stock; malformed events change nothing. Found by reconciling against real journals (previous Materials snapshot plus the events after it must equal the next snapshot): the old tracker was off by 179 items across 15 snapshot transitions; this one is off by 0. 14 of the 18 new tests fail on the old tracker. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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Actionable comments posted: 3
- 🪄 Fix comments: Fix CodeRabbit comments on this PR
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Inline comments:
Review comments at @src/EDNexus.Core/State/StateTracker.cs:
- Around line 354-359: Update Spend so it returns true only when the held count
changes: compute the clamped next value, store it, and compare it with the
previous held value before returning. Keep the existing bucket lookup and
clamping behavior.
- Around line 330-339: Update Gain to return whether the material count actually
changed, including when an existing count is already at its cap. In
OnMaterialCollected, raise MaterialsChanged only when Gain returns true,
consistent with the other callers. Add a test confirming that a pickup at the
cap produces zero MaterialsChanged notifications.
- Around line 365-369: Update the Int helper to return the fallback only when a
property is absent and null when a present value is invalid; adjust its callers
in the EngineerCraft, Synthesis, TechnologyBroker, and related quantity-handling
paths to skip spending or gaining when the result is null, while preserving
defaults for missing quantities.
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src/EDNexus.Core/State/StateTracker.cstests/EDNexus.Tests/State/MaterialsTrackingTests.cs
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…nusable quantities - Gain/Spend now return whether the stored count changed, so a pickup at the cap or a spend from zero no longer raises MaterialsChanged. MaterialCollected uses the result. - Int() distinguishes an absent property (default, e.g. 1) from a present but unusable one (string, null, fractional, out of int range), which is now ignored instead of being read as one item. All quantity readers use it. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
…ons by material Review follow-ups on the materials tracking: - MissionCompleted.MaterialsReward adds ship materials (Raw/Manufactured/Encoded only; Odyssey $MICRORESOURCE_* rewards are ignored). EngineerLegacyConvert spends its Ingredients unless IsPreview. - EngineerContribution is read by the Material it names rather than an exact Type string. - MaterialDiscarded and ScientificResearch share one handler. - Tests for each, plus Spend's wrong-category fallback. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Problem
After using a material trader the Engineering card (and the Materials card) did not update, and the user reported that "a lot of my materials inventory doesn't work".
Cause
The game writes a full
Materialssnapshot only when it launches or relogs. Between snapshots the app followed exactly one event,MaterialCollected, which only ever adds. So trading, engineering, synthesis, discarding and research were invisible, and every later count was wrong by the amount spent. The Engineering card itself was fine: it recomputes its plan from state on every refresh, so it only needed the data to be right.A real commander's last 12 journals contain 17
MaterialTrade, 66EngineerCraftand 1EngineerContribution, none of which were handled.How I found the complete rule set (not just the reported case)
Every game launch writes a full snapshot, and nothing changes while the game is closed, so previous snapshot + the events in between must equal the next snapshot. I used that as a ground-truth oracle against real journals, first with a throwaway Python model to find the rules, then with the real C#
StateTracker:The 2-item residual was not a missing event. Imperial Shielding is grade 5 (cap 100); a pickup took the tracked count to 102, but the game only holds 100, so after a 26-item trade the card said 76 and the game said 74. A correct tracker also has to apply each material's grade cap, which the repo's catalog already knows.
Change (
StateTrackeronly; one writer)MaterialTrade(paid leaves, received arrives),MaterialDiscarded,EngineerCraft(ingredients have no category, so they are looked up across all three buckets),Synthesis,TechnologyBroker(materials only; commodities are cargo),EngineerContribution(Type: Materialonly),ScientificResearch.MaterialsChangedper event, none when nothing changed.Verified
MaterialsTrackingTests: 18 new tests using the real event shapes from a journal, including the snapshot-plus-events-equals-next-snapshot property and the exact capped-then-traded case. 14 of the 18 fail on the old tracker; the other 4 are baselines that should hold either way (e.g. a new snapshot replaces tracked state).Not covered (found while checking, left alone)
ShipLockersnapshot, which the game rewrites after each change, so they were not part of this.MaterialDiscarded,Synthesis,TechnologyBroker,ScientificResearch) are implemented from the journal documentation and covered by tests, not observed against real data.🤖 Generated with Claude Code
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