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General theme: mimic a lite version of the crafting interface in text, not need for fancy tui libraries. Progress bars are in 10 chunks representing 1/10th of the craft. Calculating QualityMap and also showing that may be good, but is optional. Arguable whether this should also display the contents of the CraftingSimulator, of if that should be standalone.
Only active buffs should be displayed.
For StateDelta, it probably makes sense to simply display any values that deviate from the default (i.e. anything that would actually have a tangible effect on the state). Handling buffs is unclear since a deactivated buff is indistinguishable from an already inactive buff in the Delta format. A StateDeltaDisplayer that takes a state and a corresponding StateDelta that can show the actual difference is one idea.
The text was updated successfully, but these errors were encountered:
CraftingState
andStateDelta
could probably use some helpful display output, since readingDebug
is annoying.A quick mockup of what we might want for
CraftingState
:General theme: mimic a lite version of the crafting interface in text, not need for fancy tui libraries. Progress bars are in 10 chunks representing 1/10th of the craft. Calculating
QualityMap
and also showing that may be good, but is optional. Arguable whether this should also display the contents of theCraftingSimulator
, of if that should be standalone.Only active buffs should be displayed.
For
StateDelta
, it probably makes sense to simply display any values that deviate from the default (i.e. anything that would actually have a tangible effect on the state). Handling buffs is unclear since a deactivated buff is indistinguishable from an already inactive buff in theDelta
format. AStateDeltaDisplayer
that takes astate
and a correspondingStateDelta
that can show the actual difference is one idea.The text was updated successfully, but these errors were encountered: