- Opportunities breakdown now shows each ingredient's tier/enchant
(e.g. T6.4) so enchant mismatches are visible at a glance.
- Travel haul advisor now shows color-coded price-age badges (green
fresh / yellow aging / red stale) for both buy and sell prices, like
Opportunities already does.
Note: the enchanted-ingredient pricing itself was already correct in
code (T6_SHOES_PLATE_SET1@4); a deployed DB parsed before that fix must
re-run Game Data -> Re-download to pick it up.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Full catalog of AFM's features with our current status (have/partial/
missing), a concrete first-phase plan (quality-aware pricing, price
history + EMV, arbitrage flipper, Black Market flipper), a prioritized
backlog toward fuller parity, and reference notes on how AFM is built.
Planning doc only — no code changes yet.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Add react-router so each tab is its own path (/opportunities, /travel,
/market, /items, …) and a refresh or deep link lands on the same page.
Page state is mirrored to the query string so a refresh restores it:
- Item Browser: ?q= (search) and ?item= (open item)
- Market Data: ?item= (selected item, rebuilt on load)
- Opportunities: all filters (city, tiers, focus, premium, sellMode,
station fee, sort) in the URL
- Travel Planner: ?from=&to=&mode=
The server already serves index.html for non-API paths, so deep links
work. Sidebar uses NavLink for active state.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Enchanted variants share a localized name, so the market search results
and selected-item header now show a T4.3-style chip (tier + enchant),
making it clear which enchantment you're pricing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- In-memory TTL cache (server/src/cache.ts) with a get/set/clear surface
that a Redis backend can replace later for multi-replica setups.
- Cache the expensive opportunities ranking (5 min), item detail/search
(1 h), and per-item market prices (10 min). All keyed by request; each
read endpoint takes a refresh/force bypass.
- Invalidate precisely on writes: price upserts, overrides, profile
activate/update, economy config, and game-data reparse (full clear).
- AODP anti-spam: a price download now skips items priced within a
configurable cooldown (default 15 min, Settings page) unless "force"
is checked; the job reports how many fresh items it skipped.
- No client-side caching (per request); the browser still calls the API,
but repeats are served from the server cache without recompute/AODP.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Enchanted refined resources are top-level items carrying their own
@enchantmentlevel, and their tradeable/market id is <name>@<n>
(e.g. T4_LEATHER_LEVEL3@3). The parser stored them — and referenced
them in enchanted recipes — as just T4_LEATHER_LEVEL3, so those inputs
never matched AODP price rows and enchanted-item costs were wrong.
Apply canonicalId(name, enchantLevel) to both item ids and craftresource
references.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Travel planner shows the compass bearing (N/NE/.../NW) of each hop,
computed from world-map coordinates (+x East, +y North, calibrated
against Bridgewatch=south, Lymhurst=east). Zone positions parsed from
world.bin into new zones.pos_x/pos_y columns.
- Agent: retry ingest POSTs with backoff + longer timeout, graceful
failure (no more uncaught crash on a transient connect timeout).
- Opportunities: state the city prices apply to in the breakdown, and
show tier+enchant as one "T4.3" chip with a tooltip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Extract world-parse + packet capture into @albion/shared (reused by
server and a new standalone agent workspace).
- Migrate the data layer from SQLite/better-sqlite3 to shared Postgres
(async pg with a ?->$n helper; economy engine preloads the item/recipe
graph so its sync recursion still works).
- API-key auth (ALBION_API_KEY) on all /api routes except health; web UI
sends it via a fetch wrapper + key-entry gate; server serves the built
UI with a path-traversal-safe static handler (drops @fastify/static).
- Windows companion agent: pushes world map + captured market orders to
/api/ingest/*; runs on the gaming PC where the game traffic lives.
- Docker + docker-compose (external proxy + backend networks for Nginx
Proxy Manager and shared Postgres) and a Forgejo deploy workflow.
- Validated end-to-end against Postgres 16 and a full compose run.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
tshark-based capture (no native modules) of the player's own UDP 5056
traffic decoded with photon-packet-parser; market orders detected by
JSON shape (patch-proof) and stored as firsthand prices; event-code
debug log to identify destiny-board codes; Sniffer page + README.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
World map imported from the local game files (public DES key + gzip,
read-only), 485 zones / 723 portal connections, BFS router with
safe-only vs all-zones modes and danger counts, haul advisor ranking
items by trip profit per carry weight, Travel page + game-path setting.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Destiny-board profiles (mastery/spec/other-specs per crafting category),
premium flag, focus efficiency formula (250/30/30 per level), active
profile feeds tax + per-category focus costs into the ranker; editor UI.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>