# Scavenging Skill Implementation Plan ## 1. Overview Scavenging is the Runecrafting analog for The House of Icarus. The skill has two phases: 1. **Mining scrap** — Gather `scrap_metal` from scrap pile objects using a pickaxe (Mining skill). This already works via `data/behaviors/mine_scrap.yaml` and `data/objects/scrap_pile.yaml`. The item `data/items/scrap_metal.yaml` exists and is non-stackable. 2. **Identifying junk** — Take scrap to an altar station. With the correct identifier tool in inventory, type `id` (or `use `). On the next tick, ALL scrap in the player's inventory is converted into the corresponding junk type. Output quantity is `scrap_count × multiplier`, where multiplier increases with Scavenging level (like OSRS double runes). There are 4 junk types, each requiring a specific identifier tool and altar: | Junk Type | Identifier Tool | Altar Station | Level Req | XP/scrap | |-----------|----------------|---------------|-----------|----------| | Solarjunk | Solar Identifier | Solar Altar | 1 | 5 | | Hydrojunk | Hydro Identifier | Hydro Altar | 14 | 8 | | Ecojunk | Eco Identifier | Eco Altar | 28 | 12 | | Biojunk | Bio Identifier | Bio Altar | 44 | 16 | The Scavenging skill constant already exists in `internal/player/player.go:28` as `Scavenging SkillName = "scavenging"` with abbreviation `"scv"`. --- ## 2. Commands ### New Command: `id` | Property | Value | |----------|-------| | Command | `id` | | Aliases | `identify` | | Class | `ClassActive` | | Handler | `g.doIdentify(sess, args)` | | Action Type | `"identify"` | | ActionState | `ActionIdentifying` | | Ticks | 1 (instant conversion on next tick) | **Behavior:** When the player types `id`: 1. Cancel any active action. 2. Scan the room for an altar object (`solar_altar`, `hydro_altar`, `eco_altar`, `bio_altar`). 3. If no altar found: `"There is no altar here."` 4. Determine the junk type from the altar type. 5. Check the player has the matching identifier tool in inventory or equipment. 6. If no identifier: `"You need a identifier to use this altar."` 7. Check the player has at least one `scrap_metal` in inventory. 8. If no scrap: `"You don't have any scrap metal."` 9. Check player's Scavenging level meets the junk's level requirement. 10. If too low: `"You need level scavenging to identify ."` 11. Create a 1-tick `"identify"` action. 12. On advance: count all `scrap_metal` slots, remove them, calculate multiplier, add junk, award XP. **`use ` path:** The `id` command is the primary interface. Additionally, `use` on an altar without specifying an item should route to the same `doIdentify` logic. This can be handled by giving each altar object a `behavior` that points to a behavior YAML with `type: use`, OR by special-casing altar IDs in the `use` command handler. The recommended approach is to add `use_interactions` on each altar object YAML that triggers the identify logic (see Section 6). ### Classification and Dispatch Changes **File: `internal/game/game.go`** In `classifyCommand()` at line 136, add `"id"` and `"identify"` to the `ClassActive` list: ```go case "get", "take", "grab", "pick", "drop", "attack", "kill", "north", "n", "south", "s", "east", "e", "west", "w", "up", "u", "down", "d", "quit", "use", "burn", "stoke", "search", "walk", "cook", "smelt", "smith", "craft", "id", "identify": return ClassActive ``` In `executeCommand()` (around line 249), add a case: ```go case "id", "identify": g.doIdentify(sess, strings.Join(args, " ")) return ``` --- ## 3. New Files to Create ### Go Files | File | Purpose | |------|---------| | `internal/game/cmd_id.go` | `doIdentify()` handler — validate altar, identifier, scrap; create action | | `internal/game/action_identify.go` | `startIdentify()` and `advanceIdentify()` — the conversion logic | ### YAML Files — Items | File | Description | |------|-------------| | `data/items/solar_identifier.yaml` | Solar Identifier tool | | `data/items/hydro_identifier.yaml` | Hydro Identifier tool | | `data/items/eco_identifier.yaml` | Eco Identifier tool | | `data/items/bio_identifier.yaml` | Bio Identifier tool | | `data/items/solarjunk.yaml` | Solarjunk (stackable output) | | `data/items/hydrojunk.yaml` | Hydrojunk (stackable output) | | `data/items/ecojunk.yaml` | Ecojunk (stackable output) | | `data/items/biojunk.yaml` | Biojunk (stackable output) | ### YAML Files — Objects | File | Description | |------|-------------| | `data/objects/solar_altar.yaml` | Solar Altar station | | `data/objects/hydro_altar.yaml` | Hydro Altar station | | `data/objects/eco_altar.yaml` | Eco Altar station | | `data/objects/bio_altar.yaml` | Bio Altar station | ### YAML Files — Help | File | Description | |------|-------------| | `data/help/id.yaml` | Help for the `id` command | | `data/help/scavenging.yaml` | Help for the Scavenging skill | --- ## 4. Code Changes to Existing Files ### `internal/game/game.go` 1. **`classifyCommand()`** (line 136): Add `"id"`, `"identify"` to `ClassActive` case. 2. **`executeCommand()`** (line 249): Add `case "id", "identify":` dispatching to `g.doIdentify(sess, strings.Join(args, " "))`. ### `internal/game/action_state.go` Add the new ActionType constant: ```go ActionIdentifying ActionType = "identifying" ``` Add a case in `Description()`: ```go case ActionIdentifying: return "identifying scrap at " + a.TargetName ``` ### `internal/game/action.go` In `AdvanceActions()` (line 225), add a case in the switch: ```go case "identify": g.advanceIdentify(sess, p) ``` ### `internal/game/game.go` — `ProcessQueuedCommands()` In the `ActionState` clearing logic (line 472), the `ActionIdentifying` type is a 1-tick action like `ActionPickingUp`. It does NOT need to persist in the list of long-running actions. After the advance tick fires and completes, the action is nil'd and the state clears naturally. No changes needed here — the `default` branch at line 474 already clears non-persistent action states. --- ## 5. Items — Full YAML Definitions ### `data/items/scrap_metal.yaml` (ALREADY EXISTS — verify) ```yaml id: scrap_metal name: scrap metal color: "243" description: "A chunk of salvaged scrap metal." value: 2 stackable: false ``` This already exists at `data/items/scrap_metal.yaml`. No changes needed. Scrap metal is intentionally non-stackable (like rune essence in OSRS — each piece takes an inventory slot, limiting how many you can carry per trip to 28). ### `data/items/solar_identifier.yaml` ```yaml id: solar_identifier name: solar identifier color: "220" description: "A handheld scanner calibrated to isolate solar-frequency signatures in scrap metal. Required to produce solarjunk at a solar altar." value: 500 ``` ### `data/items/hydro_identifier.yaml` ```yaml id: hydro_identifier name: hydro identifier color: "39" description: "A handheld scanner calibrated to isolate hydro-frequency signatures in scrap metal. Required to produce hydrojunk at a hydro altar." value: 1000 ``` ### `data/items/eco_identifier.yaml` ```yaml id: eco_identifier name: eco identifier color: "34" description: "A handheld scanner calibrated to isolate eco-frequency signatures in scrap metal. Required to produce ecojunk at an eco altar." value: 2500 ``` ### `data/items/bio_identifier.yaml` ```yaml id: bio_identifier name: bio identifier color: "196" description: "A handheld scanner calibrated to isolate bio-frequency signatures in scrap metal. Required to produce biojunk at a bio altar." value: 5000 ``` ### `data/items/solarjunk.yaml` ```yaml id: solarjunk name: solarjunk color: "220" description: "A fragment of reclaimed solar circuitry. Used as a universal energy medium." value: 10 stackable: true ``` ### `data/items/hydrojunk.yaml` ```yaml id: hydrojunk name: hydrojunk color: "39" description: "A fragment of reclaimed hydro circuitry. Used as a universal energy medium." value: 18 stackable: true ``` ### `data/items/ecojunk.yaml` ```yaml id: ecojunk name: ecojunk color: "34" description: "A fragment of reclaimed eco circuitry. Used as a universal energy medium." value: 30 stackable: true ``` ### `data/items/biojunk.yaml` ```yaml id: biojunk name: biojunk color: "196" description: "A fragment of reclaimed bio circuitry. Used as a universal energy medium." value: 50 stackable: true ``` --- ## 6. Objects — Full YAML Definitions ### `data/objects/solar_altar.yaml` ```yaml id: solar_altar name: solar altar color: "220" description: "A humming altar of golden circuitry. Place scrap metal here with a solar identifier to produce solarjunk. Type 'id' to begin." ``` ### `data/objects/hydro_altar.yaml` ```yaml id: hydro_altar name: hydro altar color: "39" description: "A pulsing altar of blue crystalline conduits. Place scrap metal here with a hydro identifier to produce hydrojunk. Type 'id' to begin." ``` ### `data/objects/eco_altar.yaml` ```yaml id: eco_altar name: eco altar color: "34" description: "A thrumming altar of green organic circuits. Place scrap metal here with an eco identifier to produce ecojunk. Type 'id' to begin." ``` ### `data/objects/bio_altar.yaml` ```yaml id: bio_altar name: bio altar color: "196" description: "A sinister altar of red biological interfaces. Place scrap metal here with a bio identifier to produce biojunk. Type 'id' to begin." ``` --- ## 7. Rooms ### Existing Room: Room 9 — Scavenging Post Currently at `data/rooms/9.yaml`: ```yaml id: 9 name: "Scavenging Post" description: "A cluttered yard full of scrap metal and discarded technology. This area is not yet accessible." exits: east: 10 west: 8 ``` **Update room 9** to add scrap pile objects and a useful description: ```yaml id: 9 name: "Scavenging Post" description: "A cluttered yard full of {243}scrap metal{/} and discarded technology. Piles of salvageable debris are scattered across the ground. The air smells of ozone and rust." exits: east: 10 west: 8 objects: - id: scrap_pile - id: scrap_pile - id: scrap_pile ``` ### New Altar Rooms Create 4 new rooms for the altars. These should branch off from or near the Scavenging Post area. The exact room IDs depend on the next available IDs in the codebase. Check `data/rooms/` for the highest existing ID and use the next sequential numbers. **Suggested room layout:** - Room 9 (Scavenging Post) — hub with scrap piles - New rooms branching from room 9 or nearby rooms for each altar Example new room files (IDs are placeholders — use next available): #### `data/rooms/.yaml` — Solar Altar Chamber ```yaml id: name: "Solar Altar Chamber" description: "A circular chamber bathed in warm {220}golden light{/}. At its center stands a humming {220 bold}solar altar{/}, its surface etched with fractal circuit patterns that glow softly." exits: south: 9 objects: - id: solar_altar ``` #### `data/rooms/.yaml` — Hydro Altar Chamber ```yaml id: name: "Hydro Altar Chamber" description: "Condensation drips from the ceiling of this cool, blue-lit chamber. A {39 bold}hydro altar{/} dominates the room, its crystalline surface rippling with patterns like flowing water." exits: south: 9 objects: - id: hydro_altar ``` #### `data/rooms/.yaml` — Eco Altar Chamber ```yaml id: name: "Eco Altar Chamber" description: "Bioluminescent moss covers the walls of this overgrown chamber. An {34 bold}eco altar{/} rises from the floor, entwined with living circuitry that pulses with green light." exits: south: 9 objects: - id: eco_altar ``` #### `data/rooms/.yaml` — Bio Altar Chamber ```yaml id: name: "Bio Altar Chamber" description: "The air here is thick and warm. A {196 bold}bio altar{/} throbs at the center of the room, its surface covered in red organic membranes threaded with copper wire." exits: south: 9 objects: - id: bio_altar ``` **Update room 9 exits** to add north exits (or other directions) to the altar rooms. The exact exit directions depend on the room layout. Add exits from room 9 to each altar room, e.g.: ```yaml exits: east: 10 west: 8 north: ``` Or create an intermediate hub room that branches to all 4 altars. **To determine actual room IDs:** Run `ls data/rooms/ | sort -n | tail -5` to find the highest existing room ID, then use sequential IDs after that. --- ## 8. Mechanics — The `id` Command ### Flow Diagram ``` Player types "id" (or "identify") │ ├── CancelAction(p) │ ├── Scan room for altar objects │ └── Check: solar_altar, hydro_altar, eco_altar, bio_altar │ └── If none found: "There is no altar here." → return │ ├── Determine altar type → junk mapping │ ├── solar_altar → solarjunk (req: solar_identifier, level 1, 5 XP) │ ├── hydro_altar → hydrojunk (req: hydro_identifier, level 14, 8 XP) │ ├── eco_altar → ecojunk (req: eco_identifier, level 28, 12 XP) │ └── bio_altar → biojunk (req: bio_identifier, level 44, 16 XP) │ ├── Check identifier tool in inventory or equipment │ └── If missing: "You need a to use this altar." → return │ ├── Check player has scrap_metal in inventory │ └── If none: "You don't have any scrap metal." → return │ ├── Check Scavenging level ≥ required level │ └── If too low: "You need level scavenging to do that." → return │ └── Create action: p.Action = &action.Action{ Type: "identify", TargetName: , Data: { "altar_type": , "junk_id": , "xp_per": , "level_req": , }, WaitLeft: 1, } p.ActionState = &ActionState{Type: ActionIdentifying, TargetName: } ``` ### Advance Logic (next tick) ``` advanceIdentify(sess, p): │ ├── Read action data (junk_id, xp_per, level_req) │ ├── Count all scrap_metal in inventory │ └── Iterate slots 0-27, sum quantities where ItemID == "scrap_metal" │ ├── Calculate multiplier from Scavenging level (see Section 11) │ └── totalJunk = scrapCount * multiplier │ ├── Check inventory space for junk (junk is stackable, so only need 1 free slot │ if player doesn't already have that junk type) │ └── If no existing stack AND no free slot: │ "Your inventory is too full!" → CancelAction → return │ ├── Remove all scrap_metal from inventory │ └── Iterate slots 0-27, nil any slot with ItemID == "scrap_metal" │ ├── Add junk to inventory │ └── Find existing stack of junk_id → add totalJunk to quantity │ └── OR find free slot → set to {ItemID: junk_id, Quantity: totalJunk} │ ├── Award XP: totalXP = scrapCount * xp_per │ └── p.AddSkillXP(player.Scavenging, totalXP) │ └── Check for level-up, output message if so │ ├── Output message: │ "The altar hums. You identify scrap metal into ." │ └── If xp_drops enabled: " (+xp scv)" │ ├── SaveCharacter(p) │ └── CancelAction(p) ``` --- ## 9. Action Lifecycle — Implementation Details ### `internal/game/cmd_id.go` ```go package game import ( "fmt" "thehouseoficarus/internal/action" "thehouseoficarus/internal/net" "thehouseoficarus/internal/player" ) type altarConfig struct { AltarID string IdentifierID string JunkID string LevelReq int XPPer int } var altarConfigs = []altarConfig{ {"solar_altar", "solar_identifier", "solarjunk", 1, 5}, {"hydro_altar", "hydro_identifier", "hydrojunk", 14, 8}, {"eco_altar", "eco_identifier", "ecojunk", 28, 12}, {"bio_altar", "bio_identifier", "biojunk", 44, 16}, } func (g *Game) doIdentify(sess *net.Session, input string) { p := sess.Player.(*player.Player) g.CancelAction(p) var found *altarConfig for _, ac := range altarConfigs { if defID, _ := g.findStation(p.RoomID, []string{ac.AltarID}); defID != "" { found = &ac break } } if found == nil { sess.WriteLine("There is no altar here.") return } identifierName := found.IdentifierID if def, err := g.ItemStore.Load(found.IdentifierID); err == nil { identifierName = def.Name } if !p.HasItem(found.IdentifierID) { sess.WriteLine(fmt.Sprintf("You need a %s to use this altar.", identifierName)) return } scrapCount := g.countItem(p, "scrap_metal") if scrapCount == 0 { sess.WriteLine("You don't have any scrap metal.") return } scavLevel := p.Level(player.Scavenging) if scavLevel < found.LevelReq { junkName := found.JunkID if def, err := g.ItemStore.Load(found.JunkID); err == nil { junkName = def.Name } sess.WriteLine(fmt.Sprintf("You need level %d scavenging to identify %s.", found.LevelReq, junkName)) return } altarName := found.AltarID if def, err := g.ObjectStore.Load(found.AltarID); err == nil { altarName = def.Name } p.Action = &action.Action{ Type: "identify", TargetID: found.AltarID, TargetName: altarName, WaitLeft: 1, Data: map[string]any{ "junk_id": found.JunkID, "xp_per": found.XPPer, "level_req": found.LevelReq, }, } p.ActionState = &ActionState{Type: ActionIdentifying, TargetName: altarName} } // countItem counts total quantity of an item across all inventory slots. // For non-stackable items, each slot with that item contributes 1. func (g *Game) countItem(p *player.Player, itemID string) int { total := 0 for i := 0; i < 28; i++ { slot := p.InvSlot(i) if slot != nil && slot.ItemID == itemID { total += slot.Quantity } } return total } ``` **Note on `countItem`:** Check if `player.Player` already has a `CountItem` method. Looking at the codebase, `p.CountItem` is used in production code (`recipe.HasAllItemsQty(p.CountItem)`). Use that if it already returns a count for a given item ID. If `CountItem(id string) int` exists, use `p.CountItem("scrap_metal")` instead of a custom helper. ### `internal/game/action_identify.go` ```go package game import ( "fmt" "thehouseoficarus/internal/net" "thehouseoficarus/internal/player" ) func (g *Game) advanceIdentify(sess *net.Session, p *player.Player) { junkID := p.Action.Data["junk_id"].(string) xpPer := p.Action.Data["xp_per"].(int) scrapCount := 0 for i := 0; i < 28; i++ { slot := p.InvSlot(i) if slot != nil && slot.ItemID == "scrap_metal" { scrapCount += slot.Quantity } } if scrapCount == 0 { sess.WriteLine("You don't have any scrap metal.") g.CancelAction(p) return } scavLevel := p.Level(player.Scavenging) multiplier := junkMultiplier(junkID, scavLevel) totalJunk := scrapCount * multiplier hasExistingStack := false for i := 0; i < 28; i++ { slot := p.InvSlot(i) if slot != nil && slot.ItemID == junkID { hasExistingStack = true break } } if !hasExistingStack && p.FirstFreeSlot() == -1 { sess.WriteLine("Your inventory is too full!") g.CancelAction(p) return } for i := 0; i < 28; i++ { slot := p.InvSlot(i) if slot != nil && slot.ItemID == "scrap_metal" { p.SetInvSlot(i, nil) } } placed := false for i := 0; i < 28; i++ { slot := p.InvSlot(i) if slot != nil && slot.ItemID == junkID { slot.Quantity += totalJunk placed = true break } } if !placed { freeSlot := p.FirstFreeSlot() p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: junkID, Quantity: totalJunk}) } totalXP := scrapCount * xpPer junkName := junkID if def, err := g.ItemStore.Load(junkID); err == nil { junkName = def.Name } msg := fmt.Sprintf("The altar hums. You identify %d scrap metal into %d %s.", scrapCount, totalJunk, junkName) if newLevel := p.AddSkillXP(player.Scavenging, totalXP); newLevel > 0 { sess.WriteLine(g.colorize(sess, "level_up", fmt.Sprintf("*** You are now level %d scavenging! ***", newLevel))) } if p.OptionBool("xp_drops") && totalXP > 0 { msg += g.colorize(sess, "xp", fmt.Sprintf(" (+%dxp scv)", totalXP)) } sess.WriteLine(msg) g.AccountStore.SaveCharacter(p) g.CancelAction(p) } ``` **Note on `xpPer` type:** When data is stored via `map[string]any` and read back after JSON/YAML round-tripping through the action system, integer values may come back as `float64` (if the action data is ever serialized). Check how other action handlers read integers from `Data`. Looking at `action_search.go:42`, it uses `data["slot_idx"].(int)` — so direct int assertion is fine since action data is never serialized to disk. However, `action_production.go:310` reads `wait` as `float64` — this is because `map[string]any` stores numbers from YAML as float64. Since we're setting these values directly in Go code (not loading from YAML), `int` assertion is correct. But to be safe, consider storing as `float64` and reading as `float64`, then converting: ```go xpPer := int(p.Action.Data["xp_per"].(float64)) ``` This is safer. Check the `advanceSearch` pattern — it reads `int` directly because it was set as `int` in `startSearch`. Since `doIdentify` also sets `int` values directly, the `.(int)` assertion should work. But be aware: if the game ever serializes/deserializes actions, this could break. Follow whichever pattern the codebase uses consistently. --- ## 10. XP Table XP is awarded per scrap converted, not per junk produced. This means multipliers give more output but not more XP per scrap. | Junk Type | XP per scrap | Level Req | |-----------|-------------|-----------| | Solarjunk | 5 | 1 | | Hydrojunk | 8 | 14 | | Ecojunk | 12 | 28 | | Biojunk | 16 | 44 | **XP examples (28 inventory slots = 28 scrap per trip):** | Junk Type | XP per trip (28 scrap) | |-----------|----------------------| | Solarjunk | 140 | | Hydrojunk | 224 | | Ecojunk | 336 | | Biojunk | 448 | For reference, level 99 requires 13,034,431 XP (RSC table). At 448 XP per trip (biojunk), that's ~29,094 trips — comparable to OSRS Runecrafting grind. --- ## 11. Level Multipliers At higher Scavenging levels, each scrap metal produces multiple junk (like OSRS double/triple runes). ### Multiplier Table | Scavenging Level | Solarjunk | Hydrojunk | Ecojunk | Biojunk | |-----------------|-----------|-----------|---------|---------| | 1 | 1x | — | — | — | | 14 | 1x | 1x | — | — | | 22 | 2x | 1x | — | — | | 28 | 2x | 1x | 1x | — | | 36 | 2x | 2x | 1x | — | | 44 | 3x | 2x | 1x | 1x | | 56 | 3x | 2x | 2x | 1x | | 66 | 4x | 3x | 2x | 1x | | 78 | 4x | 3x | 3x | 2x | | 88 | 5x | 4x | 3x | 2x | | 99 | 6x | 4x | 3x | 3x | ### Implementation ```go type junkMultiplierEntry struct { Level int Multiplier int } var junkMultipliers = map[string][]junkMultiplierEntry{ "solarjunk": { {1, 1}, {22, 2}, {44, 3}, {66, 4}, {88, 5}, {99, 6}, }, "hydrojunk": { {14, 1}, {36, 2}, {66, 3}, {88, 4}, }, "ecojunk": { {28, 1}, {56, 2}, {78, 3}, }, "biojunk": { {44, 1}, {78, 2}, {99, 3}, }, } func junkMultiplier(junkID string, level int) int { entries, ok := junkMultipliers[junkID] if !ok { return 1 } mult := 1 for _, e := range entries { if level >= e.Level { mult = e.Multiplier } } return mult } ``` Place this in `cmd_id.go` or `action_identify.go` — whichever file contains the `advanceIdentify` function. --- ## 12. Mining Scrap — Verification The existing setup: - **Behavior:** `data/behaviors/mine_scrap.yaml` — skill: mining, level 1, XP 5, base_wait 10, requires pickaxe, 55% base success + 1% per level (cap 95%), drops `scrap_metal` with depletion, 50-tick respawn. - **Object:** `data/objects/scrap_pile.yaml` — name "scrap pile", behavior `mine_scrap`. - **Item:** `data/items/scrap_metal.yaml` — non-stackable, value 2. **Verify these work by:** 1. Ensure room 9 has `scrap_pile` objects listed. 2. Test: `mine scrap` or `mine pile` should start gathering. 3. Test: Successful gather produces `scrap_metal` in inventory. 4. Test: Depletion and respawn work correctly. **Potential adjustment:** The `base_wait: 10` (10 ticks = 6 seconds at 600ms tick) is reasonable for scrap mining. The success rate starting at 55% and capping at 95% is fine. Consider whether the behavior should use `skill: scavenging` instead of `skill: mining`. The TODO says "Mine 'scrap' in scrap pile objects" which implies Mining skill is correct (Scavenging is for the identification phase). However, this is a design decision — if scrap mining should train Scavenging, change the behavior to `skill: scavenging`. **Recommendation:** Keep `skill: mining` for scrap mining (consistent with the mining skill being used for all pick-based gathering). The Scavenging skill is trained exclusively through identification at altars. This parallels OSRS where Mining trains Mining and Runecrafting trains Runecrafting. --- ## 13. Help Files ### `data/help/id.yaml` ```yaml name: "id" category: "Commands" description: | Identify scrap metal at an altar to produce junk. Usage: id identify Stand at an altar (solar, hydro, eco, or bio) with the matching identifier tool in your inventory and scrap metal. Type 'id' to convert all your scrap metal into junk on the next game tick. Each altar type requires a specific identifier: Solar Altar → solar identifier → solarjunk (level 1) Hydro Altar → hydro identifier → hydrojunk (level 14) Eco Altar → eco identifier → ecojunk (level 28) Bio Altar → bio identifier → biojunk (level 44) At higher scavenging levels, each scrap produces multiple junk. See 'help scavenging' for the full multiplier table. ``` ### `data/help/scavenging.yaml` ```yaml name: "scavenging" category: "Skills" description: | Scavenging is the art of reclaiming useful circuitry from salvaged scrap. Step 1: Mine scrap metal from scrap piles (requires a pickaxe, uses the Mining skill). Step 2: Take scrap metal to an altar with the matching identifier tool. Step 3: Type 'id' to convert all scrap metal into junk. Junk types and requirements: Solarjunk — level 1, solar identifier, solar altar (5 XP/scrap) Hydrojunk — level 14, hydro identifier, hydro altar (8 XP/scrap) Ecojunk — level 28, eco identifier, eco altar (12 XP/scrap) Biojunk — level 44, bio identifier, bio altar (16 XP/scrap) Higher scavenging levels produce more junk per scrap: Solarjunk: 2x at 22, 3x at 44, 4x at 66, 5x at 88, 6x at 99 Hydrojunk: 2x at 36, 3x at 66, 4x at 88 Ecojunk: 2x at 56, 3x at 78 Biojunk: 2x at 78, 3x at 99 Scrap metal is not stackable — you can carry 28 per trip (one per inventory slot). Each trip converts all scrap in one tick. ``` --- ## 14. Implementation Checklist ### Phase 1: Core Files (minimal working feature) - [ ] Create `internal/game/cmd_id.go` with `doIdentify()`, `altarConfigs`, `junkMultiplier()` - [ ] Create `internal/game/action_identify.go` with `advanceIdentify()` - [ ] Edit `internal/game/action_state.go`: add `ActionIdentifying` constant and `Description()` case - [ ] Edit `internal/game/game.go` → `classifyCommand()`: add `"id"`, `"identify"` to `ClassActive` - [ ] Edit `internal/game/game.go` → `executeCommand()`: add `case "id", "identify":` - [ ] Edit `internal/game/action.go` → `AdvanceActions()`: add `case "identify":` ### Phase 2: YAML Data - [ ] Create `data/items/solar_identifier.yaml` - [ ] Create `data/items/hydro_identifier.yaml` - [ ] Create `data/items/eco_identifier.yaml` - [ ] Create `data/items/bio_identifier.yaml` - [ ] Create `data/items/solarjunk.yaml` - [ ] Create `data/items/hydrojunk.yaml` - [ ] Create `data/items/ecojunk.yaml` - [ ] Create `data/items/biojunk.yaml` - [ ] Create `data/objects/solar_altar.yaml` - [ ] Create `data/objects/hydro_altar.yaml` - [ ] Create `data/objects/eco_altar.yaml` - [ ] Create `data/objects/bio_altar.yaml` ### Phase 3: Rooms - [ ] Update `data/rooms/9.yaml` — add scrap pile objects, update description, add exits to altar rooms - [ ] Create altar room YAML files (4 rooms) — determine next available room IDs - [ ] Ensure exits are bidirectional (altar rooms exit back to room 9 or a hub) ### Phase 4: Help - [ ] Create `data/help/id.yaml` - [ ] Create `data/help/scavenging.yaml` ### Phase 5: Verify - [ ] `make build` — compiles without errors - [ ] `make vet` — no vet warnings - [ ] `make test` — all tests pass - [ ] Manual test: mine scrap at room 9, walk to altar, `id`, verify conversion - [ ] Test: identifier not in inventory → correct error message - [ ] Test: no scrap in inventory → correct error message - [ ] Test: no altar in room → correct error message - [ ] Test: level too low → correct error message - [ ] Test: inventory full (no room for junk) → correct error message - [ ] Test: multiplier works at higher levels - [ ] Test: XP is awarded correctly - [ ] Test: level-up message displays - [ ] Test: `help id` and `help scavenging` display correctly --- ## 15. Design Decisions & Edge Cases ### Why not use the recipe/production system? The production system (`action_production.go`) processes items one at a time in a loop with "How many?" prompts and per-cycle timing. Scavenging converts ALL scrap in a single tick with level-based multipliers. The mechanics are fundamentally different: - Production: consume 1 input → wait N ticks → produce 1 output → repeat - Identify: consume ALL scrap → wait 1 tick → produce (scrap × multiplier) junk A custom action type (`identify`) is cleaner than bending the production system. ### Scrap is non-stackable (intentional) Like rune essence in OSRS, scrap metal fills one inventory slot per piece. This limits trips to 28 scrap maximum, creating a meaningful gameplay loop of mine → walk → identify → repeat. ### Identifier tools are NOT consumed Identifiers are reusable tools (like a talisman in OSRS). Players buy/find them once and keep them. They take 1 inventory slot, reducing max scrap per trip to 27. ### What if the player has multiple types of identifiers? The `id` command scans for altars in the room, not identifiers. It finds which altar is present, then checks for the matching identifier. Only one altar type per room. No ambiguity. ### What if multiple altars are in the same room? The first matching altar in `altarConfigs` order wins (solar → hydro → eco → bio). In practice, each room should have exactly one altar. ### Junk items are stackable Unlike scrap, junk stacks in a single inventory slot. A player can accumulate unlimited junk in one slot. This is intentional — junk is the "rune" equivalent and will be consumed by future skills/spells. ### XP is per scrap, not per junk If a player converts 28 scrap at 3x multiplier, they get 84 junk but only 28 × (xp_per) XP. The multiplier rewards efficiency (more output per trip) without inflating XP rates. ### The `countItem` helper Before implementing, check if `player.Player` already has a `CountItem(id string) int` method. The production system uses `p.CountItem` — see `action_production.go:221` where `recipe.HasAllItemsQty(p.CountItem)` passes it as a function. If `CountItem` exists, use it directly instead of writing a new helper. If it returns a count, `p.CountItem("scrap_metal")` gives the total. ### Action cancellation The `identify` action is a 1-tick action. If the player moves or starts another action before it fires, the action is cancelled naturally (CancelAction is called). The scrap is NOT consumed until `advanceIdentify` runs, so cancellation is safe — no items lost.