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|
# AGENTS.md
The House of Icarus — a Runescape-like sci-fi MUD written in Go. Data-driven via YAML files. No database, no ORM.
Set on a terraformed asteroid where technology has regressed. "Technology" replaces Prayer, "Science" replaces Magic, Scavenging replaces Runecrafting.
## Build & Run
```bash
make build # go build -o thoi ./cmd/mud
make run # build + run with DATA_DIR=./data
make test # DATA_DIR=$(PWD)/data go test ./... -timeout 60s
make vet # go vet ./...
```
Binary accepts `--config <path>` (defaults to `config.yaml`). If no config found it creates one with defaults (telnet :4000, http :8888, tick 600ms).
Dependencies: `gopkg.in/yaml.v3`, `github.com/gorilla/websocket`.
## Package Map
```
cmd/mud/main.go Entry point — config loading, multi-listener, tick subscriber registration
internal/
config/ YAML config (telnet, telnet_tls, http, https listeners, color targets)
net/ Conn interface (tcpConn, wsConn), Hub, Session, session states, IAC echo
game/ Game struct, HandleSession state machine, command registry, all game logic
hacking/ Minigame interface + 3 implementations (Wumpus, Mastermind, Liar's Dice)
action/ Behavior structs (GatherConfig, TalkConfig, UseConfig), SuccessChance
player/ Player struct, skills, inventory, bank, equipment, accounts, XP, validation
world/ World, RoomDef, MobDef, MobInstance, ObjState, ground items, wandering
combat/ Combat state tracking, OSRS-style formulas (HitChance, MaxHit, AttackRoll)
object/ ItemDef, ObjectDef, ItemStore, ObjectStore, EquipSlot, WeaponType, ItemStats
engine/ Tick scheduler — configurable ms interval, subscriber pattern, ToTicks()
color/ xterm-256 color system with auto ANSI downgrade, gradients, inline tags
```
`internal/game/` is organized by file name prefix for easy navigation:
| Prefix | Purpose | Count |
|---|---|---|
| `game.go`, `cmd_registry.go`, `tick.go` | Core state machine, command dispatch, tick callbacks | 3 |
| `core_*.go` | Infrastructure — types, utils, login, production engine, skill XP, flags, courses, equipment, stations, messages, startup validation | 13 |
| `action_*.go` | Tick-based action lifecycles — gather, firemaking, talk, use, search, thieving, farming, agility, scavenging, assassin, fletching, cleaning, room scripts, targeting | 16 |
| `cmd_*.go` | Command handlers — one file per command or command group | 49 |
| `sys_*.go` | Game subsystems — technology, science, combat (death + aggro), assassin tasks, buffs, construction | 6 |
| `ui_*.go` | Display/output — color, prompt, table, map, help | 5 |
| `hacking/` | Hacking sub-package — Minigame interface, TerminalDef, CalcXP, WumpusGame, MastermindGame, LiarsDiceGame | 4 |
**To add a new command:** create `cmd_<name>.go` with the handler, add one line to `cmd_registry.go`.
**To add a new skill:** create `action_<skill>.go` with `start*`/`advance*` methods dispatched from `action.go`.
## Key Conventions
**YAML-driven.** Rooms, items, objects, mobs, drops, modules, courses are YAML files under `data/`. Read from disk on every access — edit and it takes effect immediately, no restart. Crafting information lives in `craft:` blocks on item YAML files — no separate recipe directory. Items are organized into subdirectories by category (items: `equipment/`, `tools/`, etc.; rooms: `town/`, `wilderness/`, etc.). All IDs remain globally unique across subdirectories via path-indexed loading.
**Live state.** Player data (characters, accounts) is written to YAML on every state change. Ground items, mob instances, and object states live in memory only and are lost on restart.
**No database.** Everything is flat YAML files. Account passwords use sha256 + 16-byte random salt.
**Transport-agnostic.** The `Conn` interface (`internal/net/conn.go`) abstracts the transport layer. `tcpConn` wraps a raw `net.Conn` for telnet. `wsConn` wraps `gorilla/websocket.Conn` for the web client. Game code works with `*Session` regardless of transport.
**Input sanitization.** `HandleSession` strips Unicode control characters from every input line via `player.StripControlCharacters`. Account/character names validated to `[A-Za-z0-9 ]{1,30}`. Input truncated to 1024 bytes. Password echo suppressed via IAC ECHO (telnet) and OSC sequences (web). WebSocket origin checked against host header + loopback.
**Tick-driven.** The world runs on a configurable tick (default 600ms, min 50ms). All game advancement happens per tick.
**Fractional ticks.** All YAML timer fields accept `float64` values. `engine.ToTicks(base)` probabilistically rounds to an integer — a tool_speed of 4.5 means each action cycle has a 50% chance of 4 ticks and 50% of 5 ticks.
**Concurrency.** Every state-bearing package uses its own `sync.Mutex`:
- `world.World` — groundItems, objStates, seeded, objMoves
- `world.MobStore` — defs, instances
- `action.Store` — cache
- `engine.Engine` — subscribers
- `Game` — charsMu (loggedInChars map)
- `combat` — combatants, mobTargets
The pattern is: lock, snapshot/unmarshal, unlock, then process. The engine creates a subscriber snapshot each tick.
## Two State Systems
- **World flags** (`set_flags` / checked with `flag`): Shared by all players. A door opened by one player is open for everyone.
- **Player flags** (`set_player_flags` / checked with `player_flag`): Per-character, saved to character YAML. Quest progress, dialog history.
## Data Files
```
data/rooms/<id>.yaml Room definitions (exits, objects, mobs, item_spawns, on_enter)
data/rooms/player_housing/ Player house rooms
data/items/<id>.yaml Item definitions (stats, equip_slot, tool_type, craft, burn_ticks, search_table, etc.)
data/mobs/<id>.yaml Mob definitions (combat stats, drops, behavior, steal config)
data/objects/<id>.yaml Object definitions (name, behavior, hidden, inroom_description, removal_item)
data/drops/<id>.yaml Shared drop tables (weighted item lists, sub-table references)
data/help/<id>.yaml Help topics
data/modules/<id>.yaml Science module definitions (id, level, max_hit, base_xp, junk_cost, category)
data/courses/<id>.yaml Agility course definitions (name, required_level, start_room, obstacles)
data/players/accounts/ Account YAML (gitignored)
data/players/characters/ Character YAML (gitignored)
```
Wander config (`wander_rooms`, `wander_interval`) is set per-instance in room YAML — mob defs are generic. Mobs wander via legal (unconditioned) room exits; objects teleport between rooms in their assigned list.
See `worldbuilding_guide/` for full YAML format reference with examples.
## Startup Validation
At startup, the server runs comprehensive integrity checks on all data files. Errors cause the server to exit; warnings are informational.
**Duplicate ID checks** across all data directories (items, rooms, mobs, objects, drops, courses, modules, help). Detects collision from two files with the same ID in different subdirectories.
**Referential integrity checks:**
- Room exits → target rooms exist
- Room mobs/objects/spawns → mob defs/object defs/items exist
- Mob drops, steal tables, finishing blow items → referenced items/drop tables exist
- Object removal items, steal tables, guard mobs, use_interaction items → exist
- Object gather config drops → items/tables exist; bait items exist
- Object talk config node actions (give_item, take_item, teleport, shop items) → exist
- Item search tables, farm_product → exist
- Item craft blocks → consume items, fail products, station objects, tools → exist
- Drop table sub-references → exist
- Course start_room and obstacle rooms → exist
**World wiring checks** (config-driven):
- Orphan rooms (no exit from any room leads to them)
### Config: `startup_validation`
```yaml
game:
tick_length: 600
startup_validation:
check_sources: [1] # rooms to start reachability walk from
ignore_unreachable: [] # suppress "no exit leads here" for these rooms
```
Defaults: `check_sources: [1]`, ignore list empty. Set `check_sources` to include rooms accessible only via teleport (e.g., `[1, 1000]`) to suppress false orphan warnings. Use `ignore_unreachable_to` for rooms that are intentionally isolated.
## Inline Color Tags
Room descriptions and prompts support inline color tags using `{spec}text{/}` syntax.
```yaml
description: "On the table lies a {182 bold}mysterious vase{/} with a rose in it."
```
Tag spec format: `{<0-255> [bold] [dim] [underline]}text{/}`.
Gradients: `{g:196,82}gradient text{/}`. Multi-stop: `{g:45,39,59}three stops{/}`. Item and object YAML `color` fields also support gradient syntax: `color: "g:196,208,226"`.
Gradients interpolate in RGB space across the xterm-256 palette. In ANSI mode, each character maps to the nearest ANSI color.
## Command Dispatch
`handleGameCommand()` in `game.go`:
1. Expands account aliases (aliases can shadow built-in commands)
2. Splits input, lowercases the command word
3. Special-cases `equip`/`wear`/`wield` with no args → display equipment directly
4. Calls `classifyCommand(cmd)` from `cmd_registry.go` → `ClassInstant` / `ClassFree` / `ClassActive` / `ClassUnknown`
5. ClassInstant executes `executeCommand()` immediately + writes prompt
6. ClassFree appends to `freeQueue[playerName]` for next tick
7. ClassActive replaces entry in `activeQueue[playerName]`, sorted by timestamp on execution
8. ClassUnknown falls through to `verbAliases` and `obstacleVerbs` maps, then prints error
## Tick-Based Action Queue
`ProcessQueuedCommands()` runs each tick:
1. Clears stale `ActionState` from one-tick actions (move, get, drop)
2. Executes all free commands per player in queued order
3. Executes all active commands sorted globally by timestamp (first-to-queue wins conflicts)
4. Advances walk sequences (one step per tick)
5. Flushes pending shared depletions
**Conflict resolution:** multi-player attack on same mob, get on same item, etc. — first to queue wins (timestamp-order). Shared depletion awards all successful gatherers on depletion tick.
**ActionState** tracks player activity for `look` display. Timed actions persist until interrupted; one-tick actions (move, get, drop) clear after one tick.
Queue feedback is suppressed by default via the `queue_silently` option.
## Action System
Actions that interact with objects/mobs route through `startAction()` in `action.go`:
1. Normalizes verb via `verbAliases` map (mine/chop/fish/cut → gather, talk/speak/ask → talk)
2. Multiple object types → "That's ambiguous, which one?"
3. Searches object instances in room (numbered targeting via `N.name`)
4. Falls back to mob instances if no object matches
5. Loads the behavior from YAML
6. Routes to type-specific handler (startGather, startMobTalk, startTalk, startUse)
The `verbSkill` map maps verb → skill name for default target resolution:
- mine → mining, chop/cut → woodcutting, fish → fishing
### Action Types (from action_state.go)
| ActionType | Trigger | Type |
|---|---|---|
| `gathering` | mine/chop/cut/fish | Active |
| `combating` | attack/kill | Active |
| `using` | use / pull / push | Active |
| `talking` | talk/speak/ask | Active |
| `burning` | burn | Active |
| `stoking` | stoke | Active |
| `searching` | search | Active |
| `resting` | quit | Active |
| `walking` | walk | Active |
| `moving` | n/s/e/w/u/d | Active |
| `picking_up` | get | Active |
| `dropping` | drop | Active |
| `producing` | cook/smelt/smith/craft/mix/construct | Active |
| `fletching` | fletch | Free (background) |
| `eating` | eat | Free |
| `cleaning` | clean | Free (background) |
| `identifying` | identify/id | Active |
| `stealing` | steal/thieve | Active |
| `planting` | plant | Active |
| `harvesting_crop` | harvest | Active |
| `raking` | rake | Active |
| `watering` | water | Active |
| `curing` | cure | Active |
| `traversing` | obstacle verbs (scramble/jump/etc.) | Active |
| `hacking` | jack/jackin | Active |
### Behavior Types (YAML-driven in behavior.go)
| Type | Verbs | Description |
|---|---|---|
| `gather` | mine, chop, cut, fish | Resource gathering with skill checks, tool requirements, depletion/respawn |
| `use` | use | Crafting stations — consume items, produce output, optional skill checks |
| `talk` | talk, speak, ask | NPC conversation trees with choices, conditions, node actions |
### Hardcoded Actions (not YAML-driven)
| Action | File | Description |
|---|---|---|
| burn/stoke | `action_burn.go` | 3-phase firemaking: drop log → try → skill check → create fire. Stoke adds logs. |
| search | `action_search.go` | Search items with search_table, consumes one, rolls on drop table |
| cook/smelt/smith/craft/mix | `production_core.go` | Unified recipe-driven production — station checks, timed loops, success/fail, XP, byproducts |
| fletch | `action_fletch.go` | Background fletching — instant or timed, stackable output |
| clean | `action_clean.go` | Background herb cleaning via recipe matching |
| steal | `action_steal.go` | Thieving — pickpocket, stall stealing, guard watching, sneak mode |
| agility | `action_agility.go` | 3-phase obstacle traversal with fail chance, course lap tracking |
| farm | `action_farm.go` | Planting, growth stages (500-tick), watering, disease, harvesting |
| identify | `action_identify.go` | Scavenging — scrap → junk at altars |
| finishing blow | `action_finishing_blow.go` | Assassin special item on mob at 1 HP |
### GatherConfig Fields
| Field | Description |
|---|---|
| `skill` | Skill name for level check |
| `level` | Required level |
| `xp` | XP per successful gather |
| `base_wait` | Base ticks per action cycle |
| `tools` | Required tool_type list |
| `bait` | Required bait item |
| `success` | SuccessFormula (base + per_level * (level - required), capped) |
| `drops` | Weighted drop entries (item_id, table ref, depletes, quantity, message, level, xp) |
| `respawn_timer` | Ticks until depleted object respawns |
| `deplete_timer` | Ticks for shared depletion (trees) |
| `nest_chance` | 1/N chance for bird's nest alongside normal drop |
| `gather_message` | Custom "You gather..." message |
| `depleted_message` | Custom "The rock is depleted" message |
| `exhausted_message` | Custom "The tree falls" message |
| `fail_message` | Custom failure message |
| `respawn_broadcast` | Broadcast message when object respawns |
### SuccessChance Formula
```go
chance = cfg.Base + (level - requiredLevel) * cfg.PerLevel
clamped to [0, cfg.Cap]
```
### Node Actions (talk dialog)
| Field | Effect |
|---|---|
| `set_flags` | Sets world flags (global) |
| `set_player_flags` | Sets player-local flags (per-character, saved to YAML) |
| `give_item` | Gives an item to inventory |
| `take_item` | Removes an item from inventory |
| `teleport` | Moves player to a room ID |
| `heal` | Restores hitpoints |
| `cost` | Deducts credits from player |
| `shop` | Opens a buy/sell interface |
| `assign_task` / `skip_task` / `extend_task` | Assassin task management |
| `sawmill` | Opens sawmill interface (construction) |
### Condition System
Used by exits, talk options, on-enter scripts, and use_interactions checks:
| Field | Scope | Example |
|---|---|---|
| `flag` | World (shared by all) | `flag: gate_open` |
| `player_flag` | Per-character | `player_flag: finished_tutorial` |
| `has_item` | Player inventory | `has_item: bronze_key` |
| `min_credits` | Player credits | `min_credits: 100` |
| `all_of` | All sub-conditions pass | Nested list |
| `any_of` | Any sub-condition passes | Nested list |
| `not` | Invert the check | `not: true` |
## Two Depletion Mechanics
**Per-drop depletion** (mining, regular trees): Set `depletes: true` on a drop entry. The resource depletes on first successful gather of that drop.
**Shared depletion** (higher-tier trees): Set `deplete_timer: <ticks>` on the behavior. A shared timer counts down while anyone is chopping; when it hits 0, the next successful gather depletes the tree for all players. Timer regenerates when no one is chopping. Managed by `SharedDepletionTick`.
## Ground Item System
- `DropDespawnTicks = 1000` — dropped items despawn after 1000 ticks
- `ReserveTicks = 100` — mob loot is reserved for the killer for 100 ticks
- Items with same ID in the same room are NOT merged — independent despawn timers
- Spawn items respawn after their delay; nearby matching items are merged on respawn
- Despawn timers visible via `despawn` option; reserve info via `reserve` option
## Combat System
**Attack types.** Weapons have an `attack_type` field (stab/slash/crush/ranged/science). The attack type determines which player attack bonus and which mob defense bonus to use.
**OSRS accuracy formula.** `HitChance(a, d)`: if `a > d` → `1 - (d+2)/(2*(a+1))`, else `a/(2*(d+1))`. Equal rolls ≈ 50%.
**Ranged combat.** Weapon type "ranged" uses Ranged level for attack rolls, consumes 1 ammo per attack. If ammo runs out, combat ends. XP: 75% Ranged, 25% Hitpoints.
**Agile mobs.** Mobs with `aggressive: true` auto-attack players entering their room (1-tick delay) if `playerLevel <= mobLevel * 2`.
**Equipment requirements.** Items can have `requirements: { attack: 20, defense: 10 }` — checked before equipping.
**Fleeing combat:** Movement during combat is a flee attempt. Mobs continue attacking during the movement countdown; a hit aborts the flee ("Can't escape!"). Cape of Agility makes fleeing instant.
**Death mechanic:** Player drops credits to ground. If >3 items total (inventory + equipment), the 3 most valuable are kept, rest dropped. Player teleports to room 1 at full HP. All active techs deactivated.
**XP formula:** `baseXP = dmg * 4`, distributed by attack style:
- Accurate: +3 attack, 75% Attack XP / 25% HP
- Aggressive: +3 strength, 75% Strength XP / 25% HP
- Defensive: +3 defense, 75% Defense XP / 25% HP
- Balanced: +1 each, 25% each Attack/Strength/Defense/HP
- Ranged styles: varied bonus, 75% Ranged XP / 25% HP
**Mob combat level:** `floor((def+hp)/4 + max((atk+str)/4, rng*3/8, sci*3/8))`.
**Player combat level:** Ranged-or-melee dominant, includes Technology (0.25) and Science (0.125).
**Mob DropTable:** `Remains` (guaranteed drop item), `Loot` (weighted DropEntry table).
## Technology System (tech.go)
25 hardcoded techs in 4 categories, unlocked by Technology level:
- **Attack/Strength/Defense/Ranged/Science tiers:** I/II/III at 5%/10%/15% level boost
- **Protection techs:** Kinetic Barrier (melee), Projectile Screen (ranged), Neural Firewall (science) — 40% damage reduction each
- **Utility:** Nano Repair (2x HP regen), Rapid Repair (4x), Power Saver (20% drain reduction), Dead Man's Switch (25% max HP retribution on death)
- **Combo:** Overclock (15% atk+str), Fortify (15% def + 2x regen)
Battery = Technology level (float64). Each tech has a drain rate (0.05–0.25 per tick). Equipment TechnologyBonus reduces drain (capped at 50%). Active techs deactivate when battery hits 0. 1-tick "flicking" grace period supported.
## Science System (science.go)
Mods loaded from `data/modules/` — categories: combat, utility, transport, enchant, processing. Each mod has a junk cost. Deck equipment (science weapons) provides junk and removes scrap cost.
**Triggering mods:**
- `trigger <mod>` — triggers a mod. Combat mods in non-deck combat queue as a one-shot attack. Transport/utility/enchant mods resolve immediately. Module matching searches by partial name (all words); if ambiguous, picks the highest-level module the player can cast (at or below their Science level).
- `autotrigger <mod>` — sets a combat mod to auto-fire each attack round when a deck is equipped. `autotrigger none` disables. Without a deck, autotrigger has no effect.
**Deck combat:** When a deck weapon is equipped, attacks fire at the weapon's speed. If an autotrigger mod is set and the player has the required junk, the mod fires instead of a normal attack. If no autotrigger or out of junk, an error is shown and the player does an unarmed attack with no bonuses.
**Non-deck manual triggers:** `trigger <mod>` during combat without a deck queues one module to replace the next combat attack. Only one can be queued at a time.
Mod list viewable with `mods`, `modules`, or `module` command.
## Hacking System (game/hacking/)
Minigame interface: `Init(level) string`, `HandleInput(input) (output, done, won)`, `Name() string`.
Three minigames at 3 terminal levels (1, 20, 40):
- **WumpusGame** — Hunt the Rogue AI: 20-node dodecahedron, probes, hazards
- **MastermindGame** — Code Breaker: 4-digit cipher, 10 guesses, feedback
- **LiarsDiceGame** — Signal Bluff: hidden dice bidding vs AI, wilds, exact calls
XP scales with Hacking level.
## Skills (23 total, 1-99, RSC XP table)
| Category | Skills |
|---|---|
| Combat | Attack, Strength, Defense, Hitpoints, Ranged, Science, Technology, Assassin |
| Gathering | Fishing, Woodcutting, Mining, Hacking, Scavenging, Farming, Thieving |
| Production | Cooking, Smithing, Crafting, Fletching, Pharmacy, Construction, Firemaking |
| Utility | Agility |
All fully implemented.
## Option System
Account-wide options set via `option <name> <value>`. Stored in account YAML, shared by all characters on the account.
| Option | Type | Default | Description |
|---|---|---|---|
| `description` | bool | true | Long room descriptions when moving |
| `tiny_map` | string | "right" | off/right/left — mini-map display |
| `xp_drops` | bool | true | XP drop messages |
| `exits` | bool | true | Long exit display in look |
| `mob_enter` | bool | true | Messages when mobs enter |
| `mob_leave` | bool | true | Messages when mobs leave |
| `mob_spawn` | bool | true | Messages when mobs spawn |
| `reserve` | bool | true | Show full reserved item details |
| `depletion` | bool | false | Show depletion timers |
| `despawn` | bool | false | Show ground item despawn timers |
| `color` | string | "xterm256" | none/ansi/xterm256 — color output mode |
| `mapwidth` | int | 30 | Map viewport width |
| `mapheight` | int | 20 | Map viewport height |
| `mappadding` | string | "none" | none/x/y/xy — blank-row stripping |
| `automap` | bool | false | Auto-show map after moving |
| `queue_silently` | bool | true | Suppress queue messages |
| `room_desc_width` | int | 70 | Room desc line wrap width |
| `unicode` | bool | true | Unicode box-drawing characters |
| `run_countdown` | bool | false | Flee countdown messages |
| `visual_ticks` | bool | false | Tick marker display |
| `visual_tick_count` | int | 0 | Tick counter cycle length |
| `visual_tick_text` | string | "Tick" | Text for visual tick marker |
| `fletch_all` | bool | false | Auto-start fletching |
| `smith_all` | bool | false | Auto-start smithing |
| `cook_all` | bool | false | Auto-start cooking |
| `smelt_all` | bool | false | Auto-start smelting |
| `mix_all` | bool | false | Auto-start mixing |
| `construct_all` | bool | false | Auto-start constructing |
| `craft_all` | bool | false | Auto-start crafting |
Prompt is NOT an option — per-character via the `prompt` command. Default: `"> "`. `prompt none` sets it to blank.
Prompt variables: `%h` (HP), `%H` (max HP), `%b` (battery), `%B` (max battery), `%c` (credits), `%i` (free slots), `%s` (style short), `%S` (style long), `%m` (mob HP), `%M` (mob max HP), `%X_<skill>` (XP), `%x_<skill>` (XP to next).
## Session States (net/server.go)
| State | Purpose |
|---|---|
| `StateAccountName` | Entering account name |
| `StatePassword` | Entering password |
| `StateNewAccountPass` | Setting password for new account |
| `StateNewAccountConfirm` | Confirming password |
| `StateColorChoice` | New account: "Should I disable color?" |
| `StateMenu` | Main menu |
| `StateNewCharName` | Naming new character or selecting for connection |
| `StateRenameAccount` | Renaming account |
| `StateRenameChar` | Selecting character to rename |
| `StateRenameCharName` | Entering new character name |
| `StateDeleteChar` | Confirming character deletion |
| `StatePurgeAccount` | Confirming account purge |
| `StateGame` | In-game command mode |
| `StateChangeDescription` | Setting player description |
| `StateTalk` | NPC conversation input |
| `StateDropAllConfirm` | Confirming `drop all` |
| `StateRecipeChoice` | Recipe/product selection (by number or name) |
| `StateHowMany` | "How many?" production count |
| `StateSmithProduct` / `StateFletchProduct` / `StateCraftProduct` / `StateProductChoice` | Product selection table menus |
| `StateShop` | Shop interface (buy, sell, browse, leave) |
| `StateBank` | Bank interface (deposit, withdraw, browse, leave) |
| `StateHacking` | Jacked into a terminal running a minigame |
## ItemDef Fields (object/item.go)
| Field | Description |
|---|---|
| `id` | Unique identifier |
| `name` | Display name |
| `aliases` | Alternate name prefixes for matching |
| `description` | Item description |
| `value` | Credit value |
| `stackable` | Can stack in inventory |
| `equip_slot` | head/neck/torso/legs/hands/feet/back/ammo/main_hand/off_hand/ring |
| `weapon_type` | melee / ranged / science |
| `attack_type` | stab / slash / crush / ranged / science |
| `stats` | Per-type attack/defense bonuses, strength, ranged_strength, science_damage, technology_bonus |
| `speed` | Attack speed in ticks |
| `requirements` | Skill level requirements to equip |
| `tool_type` | Tool type string for gather requirements |
| `tool_speed` | Speed bonus for gathering |
| `burn_ticks` | Burn duration for firemaking |
| `fire_level` | Required firemaking level |
| `fire_xp` | XP for burning |
| `quality` / `max_quality` | Default and maximum quality |
| `search_table` / `search_misc_table` | Drop tables for searching this item |
| `search_ticks` | Ticks per search action |
| `search_message` | Custom search message |
| `craft` | Craft block — type, skill, level, XP, station, tool, consume, output_qty, fail, message, success, steps |
| `farming` | Farming-related fields (seed type, patch, yield, level, xp) |
| `potion` | Potion properties (buff levels for attack/strength/defense/agility) |
## Places to Be Careful
- `startAction` searches objects first, then mobs. A mob must have `behavior:` set on its YAML def to be interactable.
- Exits changed from `map[ExitDir]int` to `map[ExitDir]ExitDef` — old `north: 2` still works via custom `UnmarshalYAML`. Same pattern for `RoomMob`.
- `checkCondition` is the single condition evaluator — used by exits, talk options, on-enter scripts, and use_interactions.
- Object `hidden: true` means the object doesn't appear in room listings but is still interactable.
- Alias expansion happens before command dispatch and can shadow built-in commands.
- `say` preserves case from raw input.
- `get`, `drop`, and `quit` cancel the player's active action.
- `findGroundMatches` and `findInventoryMatches` support bidirectional prefix matching — `"iron ax"` matches `"iron axe"`.
- Mob wander config is per-instance in room YAML via `RoomMob`, not on `MobDef`.
- Walk distance capped by agility level.
- `wear all` equips the highest-value item per slot; `remove all` unequips everything.
- Cape of Agility makes movement instant (1 tick). Graceful pieces each reduce by 0.25 ticks; full set +0.5 bonus for 2 ticks total. Cape overrides Graceful.
- During combat, movement is a flee attempt. Mob hits during countdown abort the flee.
- Level-up messages output `*** You are now level N <skill>! ***` across all skills that gain XP.
## Adding a New Skill
1. Add `SkillName` constant + entry in `AllSkills` + `SkillAbbr` in `internal/player/player.go`
2. Create a gather behavior YAML in `data/behaviors/`
3. Create an object YAML referencing that behavior in `data/objects/`
4. Create an item for the tool in `data/items/` (with `tool_type`)
5. Place the object in a room YAML in `data/rooms/`
6. Create any resource items in `data/items/`
## Adding a New Production Skill
Production skills share a unified system in `core_production.go`:
1. Create the output item YAML in `data/items/` with a `craft:` block. See `worldbuilding_guide/recipes.md`.
2. Create a station object in `data/objects/` if needed
3. Add a `cmd_<skill>.go` command handler following existing patterns
4. Add the command to `commandRegistry` in `cmd_registry.go` with the appropriate class
5. Wire up the `auto_start` option if desired
The unified production cycle handles: HowMany prompt, start message, timed loops, success/fail rolls, XP, output quantity, stackable stacking, byproducts, multi-step messages, and end message. Tool requirements are checked in the command handler before calling `promptHowMany`.
## CraftIndex
`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:
- **`ByType("pharmacy")`** — all pharmacy-craftable items (used by `mix` command)
- **`ByStation("anvil")`** — all items craftable at that station
- **`ByInput("guam")`** — all items that consume that ingredient
- **`FindByTwoInputs(a, b)`** — items consuming both inputs in different consume entries (used by `use` command)
**Key properties:**
- Built once at startup — `O(n)` one-pass scan over all items
- All indexes are `O(1)` lookups with zero allocations
- The CraftIndex stores `*ItemDef` pointers — no RecipeDef copies
- No cache invalidation — craft data is static after startup
## Adding a New Command
1. Add a `cmd_*.go` file in `internal/game/` with the handler function `func (g *Game) executeXxx(sess *net.Session, args []string, rawInput string)`
2. Add the command to `commandRegistry` in `cmd_registry.go` with the appropriate `CommandClass`
3. Update `data/help/` YAML files
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