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## Behaviors

Behaviors are **inline configs** placed directly inside object YAML (`gather:`, `talk:`,
`use:`, `safespot:`) or mob YAML (`talk:`). Each section below shows the keys you can use under each behavior type.

The examples below are object/mob files; remember the filename is the ID for these.

### Gather (mining, fishing, woodcutting)

Mining — per-drop depletion on a rock object:
```yaml
name: copper rock
color: "B2"
gather:
    skill: mining
    tools:                          # requires item with matching tool_type
        - pickaxe
    success:
        base: 0.40                  # 40% base chance
        per_level: 0.01             # +1% per skill level
        cap: 0.95                   # 95% max
    gather_message: "You swing your pickaxe at the rock..."
    fail_message: "You chip away but get nothing useful."
    drops:
        - item_id: copper_ore
          level: 1                  # required skill level for this drop
          xp: 17                    # XP awarded when this drop lands
          weight: 90                # 90% chance when roll succeeds
          depletes: true            # rock becomes depleted after this drop
          message: "You manage to mine some {B2}copper ore{/}."
        - table: gem_table          # reference a shared drop table
          weight: 10
          depletes: false           # gem drops don't deplete the rock
          message: "You spot a glint of something valuable!"
    respawn_timer: 50               # ticks until rock respawns
    respawn_broadcast: "A glint of copper catches your eye from some {name}."
```

Drop messages support inline color tags: `{<00-FF>}text{/}`. Use the item's color
index to match its display color. Gradients also work: `{g:C4,52}text{/}`.

Non-depleting gather (fishing on a fishing spot object):
```yaml
name: fishing spot
gather:
    skill: fishing
    tools:
        - fishing_rod
    bait: fishing_bait
    success:
        base: 0.30
        per_level: 0.01
        cap: 0.90
    gather_message: "You cast your line into the water..."
    fail_message: "Nothing seems to bite."
    drops:
        - item_id: raw_trout
          level: 5                  # required skill level for this drop
          xp: 20                    # XP awarded when this drop lands
          weight: 100
          depletes: false          # never depletes
          message: "You catch a {45}raw trout{/}!"
```

Woodcutting with shared depletion and bird's nests:
```yaml
name: oak tree
color: "71"
gather:
    skill: woodcutting
    tools:
        - axe
    success:
        base: 0.40
        per_level: 0.01
        cap: 0.90
    gather_message: "You swing your axe at the oak tree..."
    fail_message: "You swing but get no logs."
    drops:
        - item_id: oak_logs
          level: 15                # required skill level for this drop
          xp: 37                   # XP awarded when this drop lands
          weight: 100
          depletes: false          # depletion is timer-based (deplete_timer)
          message: "You get some {71}oak logs{/}."
    respawn_timer: 14              # ticks until tree respawns after being cut down
    deplete_timer: 45              # max ticks before next gather depletes (counts down while chopping)
    nest_chance: 256               # 1/256 chance for a bird's nest on each successful gather
    respawn_broadcast: "An {name} grows back."
```

Regular tree — always depletes on first gather, no shared timer, no nests:
```yaml
name: tree
gather:
    skill: woodcutting
    tools:
        - axe
    success:
        base: 0.50
        per_level: 0.01
        cap: 0.95
    gather_message: "You swing your axe at the tree..."
    fail_message: "You swing but get no logs."
    drops:
        - item_id: logs
          level: 1                 # required skill level for this drop
          xp: 25                   # XP awarded when this drop lands
          weight: 100
          depletes: true           # regular tree depletes on first successful gather
          message: "You get some {6B}logs{/}."
    respawn_timer: 80
    respawn_broadcast: "A {name} grows back."
```

#### GatherConfig Fields

| Field | Type | Description |
|---|---|---|
| `skill` | string | Skill name for level check |
| `tools` | []string | Required tool_type list (e.g. `[pickaxe]`) |
| `bait` | string | Required bait item (for fishing) |
| `success` | SuccessFormula | Base + per_level, capped |
| `gather_message` | string | Custom "You gather..." message |
| `depleted_message` | string | Custom "The rock is depleted" message |
| `exhausted_message` | string | Custom "The tree falls" message |
| `fail_message` | string | Custom failure message |
| `drops` | []DropEntry | Weighted drop entries |
| `respawn_timer` | float64 | Ticks until depleted object respawns |
| `respawn_broadcast` | string | Broadcast message when object respawns |
| `deplete_timer` | float64 | Ticks for shared depletion (trees) |
| `nest_chance` | int | 1/N chance for bird's nest alongside normal drop |

#### SuccessFormula

| Field | Type | Description |
|---|---|---|
| `base` | float64 | Base success chance (0.0-1.0) |
| `per_level` | float64 | Chance increase per skill level |
| `cap` | float64 | Maximum success chance |

#### DropEntry

| Field | Type | Description |
|---|---|---|
| `item_id` | string | Item ID to drop |
| `table` | string | Reference to a shared drop table in `data/drops/` |
| `weight` | int | Relative drop weight |
| `level` | int | Skill level required for this drop |
| `xp` | int | XP awarded when this drop lands |
| `depletes` | bool | Resource depletes on this drop |
| `quantity` | int | Amount to drop (1-3 for random) |
| `message` | string | Player message on drop |

#### Shared depletion explained

When `deplete_timer > 0`, the tree has a shared despawn timer:
- The timer starts at `deplete_timer` max when the first player begins chopping.
- Each tick, if anyone is chopping, the timer counts down.
- When the timer reaches 0, the NEXT successful gather depletes the tree.
- If no one is chopping and the tree isn't depleted, the timer ticks back UP.
- All players chopping the same tree are interrupted when it depletes.

Use `deplete_timer` for trees. Use `depletes: true` on individual drops for rocks.

#### Bird's nests

When `nest_chance > 0`, each successful gather has a 1/N independent chance to also drop
a bird's nest. The nest goes to inventory (or to the ground if inventory is full).
Use the `search` command to open nests — they roll on the `birds_nest_drop` table.

#### XP drops

Every successful drop awards the XP defined on that drop entry. If the player's `xpdrops`
toggle is on, the output includes the XP gain: `(+37xp wct)`.

### Talk (dialog trees)

Talk configs go under the `talk:` key on objects or mobs. A conversation is a set of named
**nodes**, each with a message, optional action, optional auto-advance target, and choices
for the player.

```yaml
name: Guard
talk:
    nodes:
        start:
            messages:
                - "\"Halt! This area is restricted.\" The guard eyes you suspiciously."
            options:
                - text: "\"What's behind that gate?\""
                  goto: about_gate
                - text: "\"I have copper ore.\""
                  goto: trade_ore
                  condition:
                      has_item: copper_ore
                - text: "\"I have a pass.\""
                  goto: has_pass
                  condition:
                      player_flag: got_pass
                      value: true
                - text: "\"Goodbye.\""
                  # no goto = end conversation

        about_gate:
            messages:
                - "\"Supplies. Weapons.\" He shifts his weight. \"Bring me some copper ore and I'll stamp you a pass.\""
            action:
                set_player_flags:
                    talked_to_guard: true
            options:
                - text: "\"I'll be back.\""
                - text: "\"I have some right here.\""
                  goto: trade_ore
                  condition:
                      has_item: copper_ore

        trade_ore:
            messages:
                - "\"Good quality ore.\" He stamps a pass and hands it to you."
            action:
                take_item: copper_ore
                give_item: pass_stub
                set_player_flags:
                    got_pass: true
            options:
                - text: "\"Thanks.\""

        has_pass:
            messages:
                - "\"Alright, I'll open the gate.\""
            action:
                set_global_flags:
                    gate_open: true
            options:
                - text: "\"Thanks.\""
```

#### TalkNode fields

| Field | Type | Description |
|---|---|---|
| `messages` | []string | NPC dialogue, shown one at a time. The player presses enter to advance through each message. Options appear after the last message. A single-element list works like a simple one-shot line. |
| `condition` | Condition | Optional. If the condition fails, the node is skipped entirely — its messages, action, and options are not shown. Use with `goto` to auto-advance to a different node. |
| `action` | NodeAction | Fires when the node is entered (give items, set flags, etc). |
| `options` | []TalkOption | Player choices. If empty and `goto` is set, auto-advances. |
| `goto` | string | Node ID to auto-advance to when there are no visible options OR when the node condition fails. |

#### TalkOption fields

| Field | Type | Description |
|---|---|---|
| `text` | string | Player-facing choice text. |
| `goto` | string | Node ID to navigate to if this choice is selected. Omit to end the conversation. |
| `condition` | Condition | Only show this option if the condition passes. |
| `action` | NodeAction | Fires when this option is selected, BEFORE navigating to `goto`. |

#### Node action reference

| Field | Effect |
|---|---|
| `set_global_flags` | Sets global flags (global, shared by all players). |
| `set_player_flags` | Sets player-local flags (per-character, quest progress). |
| `give_item` | Gives an item to the player's inventory. |
| `take_item` | Removes an item from the player's inventory. |
| `teleport` | Moves the player to a room ID. |
| `heal` | Restores that many hitpoints. |
| `credits` | Credits charged (negative) or awarded (positive). |
| `aps_node` | Marks this room's APS node as unlocked. |

The full effect vocabulary (used by all interaction types and on_enter/trigger
steps) additionally includes `message`, `broadcast`, `broadcast_global`,
`spawn_mob`, `despawn_mob`, and `delay` — see [interaction
reference](#interaction-reference) below.

> **Planned (not yet implemented):** `assign_task`, `skip_task`, `extend_task`, and `sawmill` are under design and will be added in a future update.

All fields in a single action are processed together — give an item, take an item, set flags,
and heal in one node.

Example — quest completion with multiple actions:
```yaml
action:
    take_item: dragon_head
    give_item: dragon_slayer_medal
    set_player_flags:
        dragon_quest: complete
        dragon_slain: true
    heal: 99
    teleport: 1
```

#### Option-level actions

Actions can be placed directly on options. The action fires when the player selects that
choice, BEFORE navigating to `goto`. This eliminates needing a separate "action node" for
simple transactions:

```yaml
nodes:
    start:
        messages:
            - "Welcome! Houses are 10 credits. Interested?"
        options:
            - text: "Yes, I'll buy one."
              action:
                  credits: -10
                  set_player_flags:
                      owns_house: true
              goto: purchased
              condition:
                  player_flag: owns_house
                  not: true
            - text: "No thanks."
        purchased:
            messages:
                - "Excellent! The plot is yours."
            options:
                - text: "Thanks!"
                  goto: start
```

If an option has both an `action` and a `goto`, the action runs first, then the player
navigates to the target node (which may also have its own action, fired on entry).

#### Multi-message nodes

`messages` is a list of NPC lines shown one at a time. The player presses
enter to advance through each message. After the last message, the node's options
(if any) are displayed. This is the preferred way to deliver NPC monologues — no
named nodes or `goto` chains needed:

```yaml
nodes:
    sign_reminder:
        messages:
            - "\"Yeah, just us two! Not a lot of people heading into the belt these days.\""
            - "\"But we'll be landing shortly! Please look at the information sign.\""
        options:
            - text: "\"Okay, thanks.\""
            - text: "\"Goodbye.\""
```

Each `[enter to continue]` prompt is automatic. The node's action fires once on
entry, before the first message. Node conditions still work normally —
if the condition fails, the entire sequence is skipped via `goto`.

If a multi-message node has no options after the last message and `goto` is set, it
auto-advances to the target node. Non-empty input during messages cancels the
conversation (just like invalid input does during option selection).

#### Randomized messages

`message` accepts either a plain string or a list. A list picks one entry at random each
time the node is visited:

```yaml
nodes:
    greeting:
        message:
            - "\"Hello, traveller.\""
            - "\"Ah, you again.\""
            - "\"A visitor! Pull up a chair.\""
            - "\"Back so soon?\""
        options:
            - text: "\"Hello.\""
```

#### Linear auto-advance

When a node has no options (or all its options are hidden by conditions) and `goto` is set,
the conversation automatically advances to the target node. This creates dialogue chains
without prompting the player:

```yaml
nodes:
    monologue_1:
        message: "The elder clears his throat and begins..."
        goto: monologue_2
    monologue_2:
        message: "\"Long ago, before the asteroid was settled...\""
        goto: monologue_3
    monologue_3:
        message: "\"...a great darkness fell upon these halls.\" He pauses."
        goto: choice_point
    choice_point:
        message: "\"Do you understand the weight of what I'm telling you?\""
        options:
            - text: "\"I think so.\""
            - text: "\"Not really.\""
```

If a node has both `goto` and options, the options take priority — `goto` is only used
when no options are visible.

#### Conditional nodes

A node can have its own `condition` that gates the entire node — message, action,
and options. When the condition fails, the node is skipped and the conversation
automatically advances to `goto` (if set). This lets you build branching first
messages or entire mutually-exclusive conversation paths based on player flags,
items, or any other condition:

```yaml
nodes:
    start:
        condition:
            player_flag: finished_tutorial
            not: true
        message: "\"Welcome, newcomer! Need any help getting started?\""
        goto: returning_player
        options:
            - text: "\"Yes, where do I go?\""
              goto: directions
            - text: "\"I'll figure it out.\""
    returning_player:
        message: "\"Ah, you're back! I heard you handled that raid beautifully.\""
        options:
            - text: "\"The loot was worth it.\""
            - text: "\"Barely made it out alive.\""
    directions:
        message: "\"Head north through the gate and follow the road.\""
        options:
            - text: "\"Thanks!\""
```

When `finished_tutorial` is set, the `start` node's condition fails, so the player
never sees "Welcome, newcomer" — it jumps straight to `returning_player`. When the
flag is unset, the condition passes and the player sees the newcomer message and its
options.

Node conditions compose cleanly with option conditions. When the node condition
passes, each option's own condition is then checked independently to determine
visibility — exactly as option conditions always work. When the node condition
fails, the node (and all its options) are skipped entirely.

### Shops

A shop is a **root-level `shop:` property on a mob def** (not part of the talk tree).
Any mob in a room that has a `shop:` block can be traded with directly from the game
prompt — there is no separate shop mode. Players use the ordinary commands:

```
list                 Show the shop inventory of the mob in the room
buy <item>           Buy an item (partial names work, e.g. "buy bait")
buy <N> <item>       Buy a quantity
buy all <item>       Buy as many as you can afford and carry
sell <item>          Sell an item from your inventory
sell <N> <item>      Sell a quantity
sell all <item>      Sell your entire held stack
```

When a room has more than one shop mob, disambiguate with the mob name:

```
list <mob>
buy <item> from <mob>
sell <item> to <mob>
```

If several shops are present and no mob is named, the game replies "Which shop?"
and lists the options.

#### Pricing

Shops never define per-item prices — prices derive from each item's `value:` field:

- **Buy price** (player buying) is always **100% of the item's value**.
- **Sell price** (player selling) uses the OSRS store formula:

  ```
  sell = value × max(10, buy_percentage − stock × change_percentage) / 100
  ```

  where `stock` is the shop's current holding of that item. With the defaults
  (`buy_percentage: 40`, `change_percentage: 3`), an item the shop has none of
  sells for 40% of value, dropping 3% per unit already in stock down to a floor
  of 10% of value (reached at 10 in stock). Selling multiple units in one command
  prices each unit at the rising stock level.

#### Stock and restocking

Each shop item carries a `stock` (its target/maximum, and its starting amount).
Buying depletes stock — an item at 0 stock is out of stock. Selling raises stock,
lowering subsequent sell prices. Every `restock_ticks` the current stock moves one
step toward the configured target (refilling when low, decaying overstock when
high). An item that omits `restock_ticks` uses the global default from
`game_constants.shop_default_restock` in `config.yaml` (1000 ticks). Items a player
sold that the shop didn't originally list are held as dynamic stock that decays
back to 0.

#### Shop fields

| Field | Description |
|---|---|
| `shop.message` | Optional greeting shown at the top of `list`. |
| `shop.buy_percentage` | Sell price at zero stock, as % of value (default 40). |
| `shop.change_percentage` | Sell price drop per unit of stock, as % of value (default 3). |
| `shop.buys_anything` | Whether the shop buys items not in its list (default true). |
| `shop.items[].item_id` | Item definition ID. |
| `shop.items[].stock` | Target/maximum and starting stock. |
| `shop.items[].restock_ticks` | Per-item restock interval (default `game_constants.shop_default_restock`, 1000). |

Full example — General Store:
```yaml
name: Shopkeeper
protected: true
hp: 50
shop:
    message: "\"Welcome to the General Store! Have a look around.\""
    items:
        - item_id: fishing_rod
          stock: 10
        - item_id: fishing_bait
          stock: 1000
        - item_id: hammer
          stock: 10
talk:
    nodes:
        start:
            message: "\"Welcome! Type 'list' to see my wares.\""
            options:
                - text: "\"Goodbye.\""
```

A specialty shop that only buys back its own stock sets `buys_anything: false`.

### Object Interactions (levers, switches, gates) — `on_use` and `on_look`

Interactions are the unified, conditional action system shared by objects
(`on_use`, `on_look`), mobs (`on_kill`), exit traversal
(`on_traverse`), on_enter steps, room/global triggers, talk nodes, and talk
options. Each interaction has an optional condition, an optional message,
and an optional `action` (the full effect vocabulary). When a list of
interactions is evaluated, the first whose condition passes wins and fires.

On objects, `on_use` runs when the player types `use <obj>` (bare) or
`use <item> on <obj>` (item-specific). Entries with no `item_id` are bare (fire when `use <obj>` is typed) —
triggered by `use <obj>`:

```yaml
name: iron gate
hidden: true
description: "A heavy iron gate set into the north wall."
on_use:
  - condition:
      global_flag: gate_open
      value: true
      not: true
    message: "You push the heavy iron gate open."
    action:
      set_global_flags:
        gate_open: true
```

Item-specific interaction:
```yaml
name: bookshelf
on_use:
  - item_id: dusty_tome
    message: "The bookshelf slides aside, revealing a secret passage!"
    action:
      set_global_flags:
        secret_passage_open: true
```

`on_look` runs after the description is shown when the player types
`look <obj>`. It is a list of interactions (same shape), with `item_id`
acting as a *has_item* gate: an entry with an `item_id` only fires if the
player currently carries that item in their inventory (empty = always fires
on look).
typically empty:

```yaml
name: sign
on_look:
  - set_player_flags:
      read_sign: true
```

---

### Interaction Reference

The `Interaction` struct is the shared per-entry shape:

| Field       | Type       | Description                                                     |
| ----------- | ---------- | --------------------------------------------------------------- |
| `item_id`   | string     | `on_use`: required item id (empty = bare `use <object>`). `on_look`: only fires if you carry this item. `on_kill`: only fires if you wield this weapon (main_hand or off_hand) when the mob is defeated. |
| `condition` | Condition  | Optional gate (see [conditions](conditions.md))                |
| `message`   | string     | Message shown to the player when this entry fires               |
| `action`    | StepAction | Optional effects — the full superset below                      |

The `StepAction` superset is the universal effect container used by every
interaction type, talk node actions, on_enter steps, and trigger steps. The
inline-only `NodeAction` fields are the subset historically used by talk
nodes; the additional sequence-only fields (`message`, `broadcast`,
`broadcast_global`, `spawn_mob`, `despawn_mob`, `delay`) are available on
all of them but primarily meaningful for on_enter/triggers (inline callers
may use `broadcast` to announce to the room — handy for `on_kill`
announcements).

| Field              | Type           | Description                                                          |
| ------------------ | -------------- | -------------------------------------------------------------------- |
| `set_global_flags` | map[string]any | Set global flags (shared by all players; cascades other triggers)    |
| `set_player_flags` | map[string]any | Set player flags (per-character, saved to YAML; cascades)            |
| `give_item`        | string         | Give one unit of an item to inventory                                |
| `take_item`        | string         | Remove one unit of an item from inventory                            |
| `teleport`         | int            | Move player to a room ID; runs `look` + `on_enter` of the destination |
| `heal`             | int            | Restore hitpoints (clamped to MaxHP)                                  |
| `credits`          | int            | Add (positive) or deduct (negative) credits (gated by affordability) |
| `aps_node`         | bool           | Mark the current room as a discovered APS node on the datapad         |
| `message`          | string         | Direct message to the player (template vars `%p`/`%v` supported)      |
| `broadcast`        | string         | Announce to all in the room (`%p`/`%v` substituted per recipient)    |
| `broadcast_global` | string         | Announce to all online (`%p`/`%v` substituted per recipient)          |
| `spawn_mob`        | string/map     | Spawn a transient mob — bare string (id) or full [config](#spawn-mob-config) |
| `despawn_mob`      | string         | Despawn all transient mobs of this id (optionally owner-filtered)     |
| `delay`            | int            | Ticks to wait before this step fires (on_enter/triggers only)        |
| `condition`        | Condition      | Per-step gate (on_enter steps and trigger steps; evaluated before firing) |

### Mob Interactions (On Kill)

Mobs can define `on_kill` (fires when this mob is defeated — either by a
combat kill or by a `kind: task` mob's HP draining to zero, the
"completion" of the work). It is additive — standard loot `drops` still
hit the ground first, then the first matching interaction fires. An
entry with an `item_id` only fires if the player is wielding that item
in a weapon-hand slot (main_hand or off_hand) at the moment of the kill.

```yaml
name: boss
combat: ...
on_kill:
  - condition:
      global_flag: boss_quest_active
    message: "The boss crumbles to dust. The Guardian Stone reverberates!"
    action:
      set_global_flags:
        boss_slain: true
      broadcast_global: "%p has slain the World Boss!"
      spawn_mob: boss_add
  - item_id: dragon_slayer
    action:
      give_item: boss_heart
      set_global_flags:
        dragon_slain: true
```

```yaml
name: reactor panel
task: ...
on_kill:
  - message: "With a final burst of effort, the panel snaps into place."
    action:
      set_global_flags:
        reactor_repaired: true
      set_player_flags:
        repaired_reactor: true
```

### Spawn Mob Config

For transient mob spawning (in `spawn_mob:` fields), pass either a bare
string (the mob ID) or a map with these fields:

```yaml
spawn_mob: rat
```

```yaml
spawn_mob:
  id: boss_add
  owner_only: true
  despawn_on_leave: true
  despawn_rooms: [100, 101]
  despawn_ticks: 30.0
```

| Field             | Description                                                              |
| ----------------- | ------------------------------------------------------------------------ |
| `id`              | Mob ID to spawn (required when a map)                                    |
| `owner_only`      | If true, the spawn is private to the triggering player                   |
| `despawn_on_leave`| Trigger-spawned mob fades after leaving the owner's room (grace window)  |
| `despawn_rooms`   | List of rooms where the spawn survives without ticking the despawn timer |
| `despawn_ticks`   | Despawn countdown in ticks (float OK; rounded probabilistically via `engine.ToTicks`) |

---