diff options
Diffstat (limited to 'building_guide')
| -rw-r--r-- | building_guide/items.md | 2 | ||||
| -rw-r--r-- | building_guide/recipes.md | 65 |
2 files changed, 33 insertions, 34 deletions
diff --git a/building_guide/items.md b/building_guide/items.md index 8f8d87d..eefdf9c 100644 --- a/building_guide/items.md +++ b/building_guide/items.md @@ -3,7 +3,7 @@ **The filename is the ID.** An item is looked up by its filename stem (`bronze_pickaxe.yaml` → `bronze_pickaxe`); the loader derives `ItemDef.ID` from it. Do not put an `id:` field in the file — it is ignored. Anything that references this item (drop -tables, craft `consume`, room `item_spawns`) uses that filename. +tables, craft `ingredients`, room `item_spawns`) uses that filename. ```yaml name: bronze pickaxe diff --git a/building_guide/recipes.md b/building_guide/recipes.md index 364d375..e865fa6 100644 --- a/building_guide/recipes.md +++ b/building_guide/recipes.md @@ -2,20 +2,20 @@ ## 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. (The item's **filename is its ID** — `bronze_dagger.yaml` → `bronze_dagger`; there is no `id:` field. `consume`/output entries reference items by filename.) +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. (The item's **filename is its ID** — `bronze_dagger.yaml` → `bronze_dagger`; there is no `id:` field. `ingredients`/output entries reference items by filename.) ### 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) | +| `type` | string | Craft type (smithing, cooking, crafting, fletching, pharmacy, construction, combine, or "" for skill-less). Always matches a player skill name. | +| `subtype` | string | Production method override (`smelt` for furnace recipes, `clean` for herb cleaning). Defaults empty (no override). | | `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) | +| `ingredients` | []IngredientEntry | 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) | @@ -34,12 +34,12 @@ All message fields (`message`, `fail_message`, `start_message`, `end_message`, a | 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) | +| `%i1` | 1st ingredient entry's matched item (colored) | +| `%i2` | 2nd ingredient 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. +Numbering follows YAML ingredient/byproduct order. If an ingredient 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 (`{C4}text{/}`) which are expanded after variable substitution. @@ -50,7 +50,7 @@ If a message field is omitted from the YAML, the game uses a skill-level default | 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."` | +| `smelt` | `"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."` | @@ -59,7 +59,7 @@ If a message field is omitted from the YAML, the game uses a skill-level default | `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. +Default messages are keyed by `subtype` when set, otherwise by `type`. 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 @@ -69,7 +69,7 @@ Optional interim messages fired at specific tick offsets during the craft cycle. craft: type: "" wait: 6 - consume: + ingredients: - items: [map_piece_1] quantity: 1 - items: [map_piece_2] @@ -84,12 +84,12 @@ craft: message: "You assemble the map!" ``` -### ConsumeEntry — Multi-Item Ingredient Slots +### IngredientEntry — 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. +Each ingredient entry defines an ingredient slot with multiple valid items. The first matching item found in the player's inventory is consumed. ```yaml -consume: +ingredients: - items: [item_id, alternative_id, ...] quantity: 1 byproducts: [byproduct_for_item, byproduct_for_alt, ...] @@ -98,7 +98,7 @@ consume: `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: +ingredients: - items: [bucket_of_water, vial_of_water] quantity: 1 byproducts: [empty_bucket, ""] # bucket returns empty, vial is consumed entirely @@ -112,11 +112,10 @@ consume: # data/items/consumables/stim_potion.yaml craft: type: pharmacy - skill: pharmacy level: 3 xp: 25 wait: 4 - consume: + ingredients: - items: [guam_potion_unf] quantity: 1 - items: [eye_of_newt] @@ -129,13 +128,13 @@ craft: ```yaml # data/items/materials/bronze_bar.yaml craft: - type: smelting - skill: smithing + type: smithing + subtype: smelt level: 1 xp: 6 wait: 4 station: [furnace] - consume: + ingredients: - items: [copper_ore] quantity: 1 - items: [tin_ore] @@ -148,12 +147,11 @@ craft: # data/items/equipment/bronze_dagger.yaml craft: type: smithing - skill: smithing level: 1 xp: 12 wait: 4 station: [anvil] - consume: + ingredients: - items: [bronze_bar] quantity: 1 # message omitted — uses default "You smith a %n." @@ -165,12 +163,11 @@ For stackable outputs, use `output_qty`: # data/items/ammo/bronze_nails.yaml craft: type: smithing - skill: smithing level: 4 xp: 12 wait: 4 station: [anvil] - consume: + ingredients: - items: [bronze_bar] quantity: 1 output_qty: 15 @@ -187,7 +184,7 @@ craft: xp: 5 wait: 3 tool: knife - consume: + ingredients: - items: [logs, oak_logs, willow_logs] quantity: 1 output_qty: 15 @@ -203,7 +200,7 @@ Omit `type` (or leave it empty) for combinations with no skill check, no XP, and # data/items/consumables/bucket_of_water.yaml craft: wait: 0 - consume: + ingredients: - items: [vial_of_water, jug_of_water] quantity: 1 byproducts: [empty_vial, empty_jug] @@ -218,7 +215,7 @@ craft: # data/items/quest/ancient_map.yaml craft: wait: 0 - consume: + ingredients: - items: [torn_page_1] quantity: 1 - items: [torn_page_2] @@ -235,17 +232,17 @@ craft: ### Clean Recipes -Clean herb recipes use `type: clean` and are handled as background actions (one herb per cycle, directly mutating inventory): +Clean herb recipes use `type: pharmacy` with `subtype: 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 + type: pharmacy + subtype: clean level: 3 xp: 3 wait: 2 - consume: + ingredients: - items: [grimy_guam] quantity: 1 # message omitted — uses default "You clean the %i1." @@ -267,10 +264,12 @@ 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. +The `CraftIndex` (`internal/game/production_index.go`) is built once at startup from all item YAMLs that have a `craft:` block. It provides `O(1)` lookups by type, subtype, 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) +- `bySubtype["clean"]` → all items with subtype `clean` (grimy herb cleaning) +- `bySubtype["smelt"]` → all items with subtype `smelt` (furnace smelting) +- `byInput["guam"]` → all items that use 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 +- `FindByTwoInputs(a, b)` → items consuming both inputs in different ingredient entries |
