aboutsummaryrefslogtreecommitdiff
path: root/worldbuilding_guide/recipes.md
diff options
context:
space:
mode:
authorhistoria <[not public]>2026-06-24 20:58:25 -0400
committerhistoria <[not public]>2026-06-24 20:58:25 -0400
commit9d4b799db4868bcab291b83599ff088763cd4ed6 (patch)
tree252f0fcc779acf35243983d643d6399ee2e0cd0b /worldbuilding_guide/recipes.md
parentd25638d98fe63efdeab570ef77e6a6a97f2d7a60 (diff)
downloadthehouseoficarus-9d4b799db4868bcab291b83599ff088763cd4ed6.tar.gz
feat: new type of non-violent 'combat': work
Diffstat (limited to 'worldbuilding_guide/recipes.md')
-rw-r--r--worldbuilding_guide/recipes.md277
1 files changed, 0 insertions, 277 deletions
diff --git a/worldbuilding_guide/recipes.md b/worldbuilding_guide/recipes.md
deleted file mode 100644
index 450ded9..0000000
--- a/worldbuilding_guide/recipes.md
+++ /dev/null
@@ -1,277 +0,0 @@
-# The House of Icarus - World Building Guide
-
-## Crafting
-
-Crafting information lives on the **output item's YAML file** via the `craft:` block. There is no separate recipe directory. To find out how to make `bronze_dagger`, open `data/items/equipment/bronze_dagger.yaml` and look for the `craft:` block.
-
-### Craft YAML Reference
-
-| Field | Type | Description |
-| -------------- | -------------- | ----------------------------------------------- |
-| `type` | string | Craft type (pharmacy, smithing, cooking, smelting, crafting, fletching, construction, clean, or "" for skill-less) |
-| `skill` | string | Skill checked (defaults to type if omitted) |
-| `level` | int | Required skill level |
-| `xp` | int | XP awarded on success |
-| `wait` | float64 | Ticks per craft cycle |
-| `station` | []string | Station object IDs required (optional) |
-| `tool` | string | Required tool_type (optional) |
-| `consume` | []ConsumeEntry | Ingredients consumed (see below) |
-| `output_qty` | int | Quantity produced (default 1, for stackables) |
-| `fail` | string | ItemID produced on failure (optional) |
-| `message` | string | Success message per cycle (optional, see message defaults) |
-| `fail_message` | string | Failure message (optional, empty = silent fail) |
-| `start_message`| string | Message when action begins (optional, see message defaults) |
-| `end_message` | string | Message when action completes (optional, see message defaults) |
-| `steps` | []CraftStep | Multi-step messages at tick intervals (optional)|
-| `success` | SuccessFormula | Optional skill check formula (see Behaviors) |
-
-The output is the item itself — no `output` field needed. The item ID IS the craft ID.
-
-### Message Variables
-
-All message fields (`message`, `fail_message`, `start_message`, `end_message`, and `steps[].message`) support variables that expand to colorized item names:
-
-| Variable | Expands to |
-| -------- | ----------------------------------------------- |
-| `%n` | Output item name (colored, e.g. "stim potion") |
-| `%i1` | 1st consume entry's matched item (colored) |
-| `%i2` | 2nd consume entry's matched item (colored) |
-| `%b1` | 1st byproduct item name (colored, success only) |
-| `%b2` | 2nd byproduct item name (colored, success only) |
-
-Numbering follows YAML consume/byproduct order. If a consume entry has multiple alternative items (`items: [a, b]`), the variable expands to whichever the player actually possesses, colored with that item's `color:` field.
-
-Variables work alongside inline color tags (`{196}text{/}`) which are expanded after variable substitution.
-
-### Message Defaults
-
-If a message field is omitted from the YAML, the game uses a skill-level default based on the craft `type`:
-
-| Type | Default `message` | Default `start_message` |
-|------|-------------------|------------------------|
-| `cooking` | `"Cooked to perfection. %n looks great!"` | `"You start cooking %i1."` |
-| `smelting` | `"You remove a white hot %n!"` | `"You place the %i1 into the furnace."` |
-| `smithing` | `"You smith a %n."` | `"You begin smithing %i1."` |
-| `crafting` | `"You craft a %n."` | `"You begin crafting %i1."` |
-| `fletching` | `"You fletch a %n."` | `"You begin fletching %i1."` |
-| `pharmacy` | `"You mix a %n."` | `"You start mixing %i1."` |
-| `construction` | `"You construct a %n."` | `"You begin constructing %i1."` |
-| `clean` | `"You clean the %i1."` | `"You begin cleaning herbs."` |
-| (unset) | `"You produce %n."` | `"You start <verb> %i1."` |
-
-Any of these can be overridden per-item by setting the field in YAML. For skills that never fail (smithing, crafting, fletching, pharmacy, construction), `fail_message` defaults to empty — no message is shown on failure.
-
-### CraftStep — Multi-Step Messages
-
-Optional interim messages fired at specific tick offsets during the craft cycle. The `tick` is the number of ticks elapsed since the start of the cycle.
-
-```yaml
-craft:
- type: ""
- wait: 6
- consume:
- - items: [map_piece_1]
- quantity: 1
- - items: [map_piece_2]
- quantity: 1
- - items: [map_piece_3]
- quantity: 1
- steps:
- - tick: 1
- message: "You try to puzzle how the pieces fit together."
- - tick: 3
- message: "Aha, this edge lines up here!"
- message: "You assemble the map!"
-```
-
-### ConsumeEntry — Multi-Item Ingredient Slots
-
-Each consume entry defines an ingredient slot with multiple valid items. The first matching item found in the player's inventory is consumed.
-
-```yaml
-consume:
- - items: [item_id, alternative_id, ...]
- quantity: 1
- byproducts: [byproduct_for_item, byproduct_for_alt, ...]
-```
-
-`byproducts` is optional. When present, it matches the `items` list by index — consuming `items[0]` returns `byproducts[0]` to inventory. Use `""` for items with no byproduct:
-
-```yaml
-consume:
- - items: [bucket_of_water, vial_of_water]
- quantity: 1
- byproducts: [empty_bucket, ""] # bucket returns empty, vial is consumed entirely
- - items: [herb]
- quantity: 1 # no byproducts — herb is consumed entirely
-```
-
-### Skill-Based Production
-
-```yaml
-# data/items/consumables/stim_potion.yaml
-craft:
- type: pharmacy
- skill: pharmacy
- level: 3
- xp: 25
- wait: 4
- consume:
- - items: [guam_potion_unf]
- quantity: 1
- - items: [eye_of_newt]
- quantity: 1
- message: "You mix a %n." # %n expands to "stim potion" colored
-```
-
-### Station-Based Production
-
-```yaml
-# data/items/materials/bronze_bar.yaml
-craft:
- type: smelting
- skill: smithing
- level: 1
- xp: 6
- wait: 4
- station: [furnace]
- consume:
- - items: [copper_ore]
- quantity: 1
- - items: [tin_ore]
- quantity: 1
- message: "You smelt a %n." # default is "You remove a white hot %n!"
- # overridden here for simpler flavor
-```
-
-```yaml
-# data/items/equipment/bronze_dagger.yaml
-craft:
- type: smithing
- skill: smithing
- level: 1
- xp: 12
- wait: 4
- station: [anvil]
- consume:
- - items: [bronze_bar]
- quantity: 1
- # message omitted — uses default "You smith a %n."
-```
-
-For stackable outputs, use `output_qty`:
-
-```yaml
-# data/items/ammo/bronze_nails.yaml
-craft:
- type: smithing
- skill: smithing
- level: 4
- xp: 12
- wait: 4
- station: [anvil]
- consume:
- - items: [bronze_bar]
- quantity: 1
- output_qty: 15
- # message omitted — uses default "You smith a %n."
-```
-
-### Tool-Based Production
-
-```yaml
-# data/items/ammo/arrow_shafts.yaml
-craft:
- type: fletching
- level: 1
- xp: 5
- wait: 3
- tool: knife
- consume:
- - items: [logs, oak_logs, willow_logs]
- quantity: 1
- output_qty: 15
-```
-
-The `tool` field requires the player to have an item with that `tool_type` equipped or in inventory. The tool is NOT consumed.
-
-### Skill-Less Combinations (Item-on-Item)
-
-Omit `type` (or leave it empty) for combinations with no skill check, no XP, and 100% success:
-
-```yaml
-# data/items/consumables/bucket_of_water.yaml
-craft:
- wait: 0
- consume:
- - items: [vial_of_water, jug_of_water]
- quantity: 1
- byproducts: [empty_vial, empty_jug]
- - items: [empty_bucket]
- quantity: 1
- message: "You pour the %i1 into the %i2." # %i1 = water source, %i2 = bucket
-```
-
-### Multi-Piece Assembly (3+ items → 1)
-
-```yaml
-# data/items/quest/ancient_map.yaml
-craft:
- wait: 0
- consume:
- - items: [torn_page_1]
- quantity: 1
- - items: [torn_page_2]
- quantity: 1
- - items: [torn_page_3]
- quantity: 1
- steps:
- - tick: 1
- message: "You try to puzzle how the pieces fit together."
- - tick: 3
- message: "Aha, this edge lines up here!"
- message: "You assemble the %n."
-```
-
-### Clean Recipes
-
-Clean herb recipes use `type: clean` and are handled as background actions (one herb per cycle, directly mutating inventory):
-
-```yaml
-# data/items/materials/guam.yaml (clean guam)
-craft:
- type: clean
- skill: pharmacy
- level: 3
- xp: 3
- wait: 2
- consume:
- - items: [grimy_guam]
- quantity: 1
- # message omitted — uses default "You clean the %i1."
- # %i1 expands to the grimy herb name with its color
-```
-
-### Food/Healing Items
-
-Items with `heal_value` and `eat_message` can be consumed via the `eat` command.
-
-```yaml
-id: bread
-name: bread
-color: "222"
-description: "A fresh loaf of bread, still warm from the oven."
-value: 5
-heal_value: 5
-eat_message: "You eat the bread. Warm and satisfying."
-```
-
-### Architecture
-
-The `CraftIndex` (`internal/game/craft_index.go`) is built once at startup from all item YAMLs that have a `craft:` block. It provides `O(1)` lookups by type, input item, and station. All crafting commands query the CraftIndex — no runtime file scanning.
-
-**Indexes:**
-- `byType["pharmacy"]` → all pharmacy-craftable items (used by `mix`)
-- `byInput["guam"]` → all items that consume guam (used by `use` to find combinations)
-- `byStation["anvil"]` → all items craftable at an anvil (used by `use bar on anvil`)
-- `FindByTwoInputs(a, b)` → items consuming both inputs in different consume entries