85 lines
5.2 KiB
Markdown
85 lines
5.2 KiB
Markdown
# Equipment Icon Quality Audit
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Generated by `scripts/audit-equipment-icon-quality.mjs`.
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## Summary
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- Catalog items: 23
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- Generated procedural item textures: 23
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- Slots: accessory 7, armor 5, weapon 11
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- Ranks: common 11, treasure 12
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- Texture size: 64px
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- Drawing grid: 28 units scaled 2.29x into the texture
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- Runtime item icon scene: `src/game/scenes/CampScene.ts`
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- Observed runtime display sizes: `14px`, `20px`, `21px`, `22px`, `30px`
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- Direct item texture render sites found: 5
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## Main Findings
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- Equipment item icons are generated at runtime in `BootScene`, not stored as individual raster images.
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- The 64px textures are drawn from a compact 28-unit source grid, so they are crisp but intentionally simple.
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- Battle combat preview mostly uses the high-resolution `battle-ui-icons` slot frames and item names; per-item textures appear primarily in camp/sortie equipment UI.
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- Treasure/common distinction often relies on UI frame color plus a small palette change, not a strong unique silhouette.
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- Reused helper silhouettes are the strongest quality risk because several different items collapse to the same shape at 14-22px.
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## Completed Improvement Passes
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- weapon spear/polearm family: `green-dragon-glaive`, `serpent-spear`, `sky-piercer-halberd`, `iron-spear`, `western-cavalry-spear`
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- The previous shared spear/polearm silhouettes now use item-specific helper shapes with enough primitive detail for 20px and 30px equipment UI reads.
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- armor silhouettes: `oath-robe`, `reinforced-lamellar`, `cloth-armor`, `lamellar-armor`, `rebel-vest`
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- The previous shared armor and robe silhouettes now use item-specific helper shapes with stronger outer contours and material cues.
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- accessory charms and tokens: `bravery-token`, `mountain-guide-scroll`, `peach-charm`, `war-manual`, `wind-quiver`, `grain-pouch`, `yellow-scarf-charm`
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- Accessory icons now use distinct badge, scroll, charm, pouch, manual, and quiver silhouettes at small camp UI sizes.
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## Next Improvement Target
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- Target: remaining low-detail equipment icons
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- Item ids: `leader-axe`, `training-sword`, `yellow-turban-saber`
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- Reason: All named batches are complete; remaining work should be selected from the low-detail inventory rows.
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## Highest-Risk Shared Silhouette Groups
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| score | signature | slots | ranks | items |
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| ---: | --- | --- | --- | --- |
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| 6 | `drawAxeIcon` | weapon | common | `leader-axe` |
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| 6 | `drawSaberIcon` | weapon | common | `yellow-turban-saber` |
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| 6 | `drawSwordIcon` | weapon | common | `training-sword` |
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| 5 | `drawFanIcon` | weapon | treasure | `white-feather-fan` |
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| 5 | `drawGreenDragonGlaiveIcon` | weapon | treasure | `green-dragon-glaive` |
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## Full Item Inventory
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| item id | slot | rank | draw helpers | calls | primitives | colors | concerns |
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| --- | --- | --- | --- | ---: | ---: | ---: | --- |
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| `green-dragon-glaive` | weapon | treasure | `drawGreenDragonGlaiveIcon` | 1 | 23 | 6 | none |
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| `serpent-spear` | weapon | treasure | `drawSerpentSpearIcon` | 1 | 29 | 4 | none |
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| `sky-piercer-halberd` | weapon | treasure | `drawSkyPiercerHalberdIcon` | 1 | 24 | 7 | none |
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| `twin-oath-blades` | weapon | treasure | `drawSwordIcon`<br>`drawSwordIcon` | 2 | 32 | 4 | none |
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| `white-feather-fan` | weapon | treasure | `drawFanIcon` | 1 | 19 | 3 | none |
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| `iron-spear` | weapon | common | `drawIronSpearIcon` | 1 | 26 | 7 | none |
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| `leader-axe` | weapon | common | `drawAxeIcon` | 1 | 7 | 2 | low primitive detail |
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| `short-bow` | weapon | common | `drawBowIcon` | 1 | 18 | 3 | none |
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| `training-sword` | weapon | common | `drawSwordIcon` | 1 | 16 | 4 | low primitive detail |
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| `western-cavalry-spear` | weapon | common | `drawWesternCavalrySpearIcon` | 1 | 27 | 7 | none |
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| `yellow-turban-saber` | weapon | common | `drawSaberIcon` | 1 | 12 | 2 | low primitive detail |
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| `oath-robe` | armor | treasure | `drawOathRobeIcon` | 1 | 25 | 6 | none |
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| `reinforced-lamellar` | armor | treasure | `drawReinforcedLamellarIcon` | 1 | 24 | 5 | none |
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| `cloth-armor` | armor | common | `drawClothArmorIcon` | 1 | 24 | 6 | none |
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| `lamellar-armor` | armor | common | `drawLamellarArmorIcon` | 1 | 23 | 4 | none |
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| `rebel-vest` | armor | common | `drawRebelVestIcon` | 1 | 24 | 7 | none |
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| `bravery-token` | accessory | treasure | `drawBraveryTokenIcon` | 1 | 19 | 5 | none |
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| `mountain-guide-scroll` | accessory | treasure | `drawMountainGuideScrollIcon` | 1 | 23 | 7 | none |
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| `peach-charm` | accessory | treasure | `drawPeachCharmIcon` | 1 | 22 | 5 | none |
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| `war-manual` | accessory | treasure | `drawWarManualIcon` | 1 | 20 | 7 | none |
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| `wind-quiver` | accessory | treasure | `drawWindQuiverIcon` | 1 | 24 | 6 | none |
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| `grain-pouch` | accessory | common | `drawGrainPouchIcon` | 1 | 22 | 5 | none |
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| `yellow-scarf-charm` | accessory | common | `drawYellowScarfCharmIcon` | 1 | 25 | 5 | none |
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## Recommended Next Batch Definition
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- Scope: improve remaining low-detail equipment icons while keeping `item-${itemId}` texture keys stable.
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- Item ids: `leader-axe`, `training-sword`, `yellow-turban-saber`
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- Success criteria: Clear remaining low-detail concerns without changing stable texture keys.
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- Keep the existing 64px texture size unless a UI-wide equipment icon pass is planned.
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- Add before/after contact sheets and verify the sortie equipment list and equipment swap panel in a desktop browser.
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