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## Agility Courses
Agility courses are defined in `data/courses/<id>.yaml`. Each course defines a sequence of obstacle rooms, each with a specific verb the player must type to advance. Obstacle rooms themselves are standard room YAML files (typically in `data/rooms/agility/`).
**The filename is the ID** (`vent_shaft.yaml` → `vent_shaft`); the loader derives it from the filename. Do not put an `id:` field in the file — it is ignored.
> Editing courses is done from the **Map screen** in the admin web GUI: select an obstacle room and use its **Course** side-panel tab to create a course, add the room as a step, edit all of its parameters, or remove it. The legacy standalone "Courses" editor tab has been removed.
>
> When a room is added as a course step, the admin GUI auto-creates **always-blocked one-way exits** between consecutive obstacle rooms so the in-game map can lay them out correctly. The direction of these exits is chosen by the builder. Always-blocked exits are blocked to players (movement is refused with the standard "blocked" message and they show "(blocked)" in `look`) but visible on the map — they exist solely for map rendering. On the map, course links appear as blue dashed one-way arrows (colored via the `map_course` theme token).
### Course YAML
```yaml
name: "Ventilation Shaft Course"
required_level: 1
start_room: 200
completion_xp: 40
obstacles:
- room_id: 201
verb: scramble
xp: 8
fail_damage: [1, 2]
fail_chance: 0.25 # optional; omit to derive from agility level
phases:
- message: "You approach the corroded ventilation wall..."
delay: 0
- message: "You find footholds in the rusted panels and begin to climb..."
delay: 2
fail_check: true # the failure roll happens on this phase
- message: "You scramble up the wall and haul yourself onto the ledge!"
delay: 2
- room_id: 202
verb: balance
...
```
### CourseConfig Fields
| Field | Type | Description |
| ---------------- | ------------- | ---------------------------------------------------- |
| `id` | string | Unique course identifier (filename stem) |
| `name` | string | Display name shown to players |
| `required_level` | int | Minimum Agility level to attempt the course |
| `start_room` | int | Hub room — teleported here on fail or lap completion |
| `completion_xp` | int | Bonus XP awarded when a full lap is completed |
| `obstacles` | []ObstacleDef | Ordered list of obstacles |
### ObstacleDef Fields
| Field | Type | Description |
| -------------- | ------------- | ---------------------------------------------------------------------------- |
| `room_id` | int | Room ID for this obstacle |
| `verb` | string | Command the player types to attempt it (e.g. `scramble`, `jump`, `climb`) |
| `exit_dir` | string | Direction for the always-blocked exit created by admin GUI between obstacles (e.g. `south`, `east`) |
| `xp` | int | XP awarded for successfully completing this single obstacle |
| `fail_damage` | [2]int | `[min, max]` damage on failure (HP clamped to minimum 1 — cannot kill) |
| `fail_chance` | float64 | Optional explicit failure probability (0–1). Omit to derive dynamically. |
| `phases` | []ObstaclePhase | Preferred form: ordered list of phases (see below) |
| `ticks_per_phase` | float64 | **Legacy form only:** shared delay between phases (used when `phases` absent)|
| `messages` | []string | **Legacy form only:** exactly 3 messages (used when `phases` absent) |
**Two forms are supported.** If `phases` is provided it is used directly. Otherwise the legacy `messages` + `ticks_per_phase` form is auto-migrated: 3 phases with delays `[0, ticks_per_phase, ticks_per_phase]` and the failure check on the middle (index 1) phase. The admin GUI always writes the `phases` form when saving.
### ObstaclePhase Fields
| Field | Type | Description |
| ------------ | -------- | -------------------------------------------------------------------------- |
| `message` | string | Text printed when this phase advances |
| `delay` | float64 | Ticks to wait before printing this phase (supports fractional via `engine.ToTicks`) |
| `fail_check` | bool | If true, the obstacle's failure roll happens on this phase (set on at most one phase) |
### Phase Advancement
An obstacle advances through its phases in order. For each phase, the engine waits `delay` ticks, then prints the message. If the phase carries `fail_check`, the failure roll is made *before* awarding success. On the final phase, XP is awarded and the player is teleported to the next obstacle's room (or to `start_room` if this was the last obstacle — completing a lap).
### Failure
- If the obstacle defines `fail_chance`, that value (clamped to 0–1) is the failure probability for every attempt regardless of the player's level.
- Otherwise the chance is derived from Agility level vs `required_level`: 30% fail at the required level, −1% per level above, clamped to 5–60%.
- On failure, the player takes random damage in `[fail_damage[0], fail_damage[1]]`, is teleported back to `start_room`, and must restart the course.
### Lap Counting
Completing all obstacles in a course increments a lap counter stored as a player flag (`agility_laps_<course_id>`). The `completion_xp` bonus is awarded on the final obstacle only.
### Obstacle Room YAML
Each obstacle room should have an `on_enter` message telling the player which verb to use, and a `down` exit back to the course hub:
```yaml
name: "Ventilation Shaft - Corroded Wall"
description: "A towering wall of corroded ventilation panels..."
on_enter:
- message: "Type 'scramble' to climb the wall."
exits:
down:
room: 200
blocked_message: ""
```
The hub room (e.g. room 200) links to the first obstacle of each course:
```yaml
name: "Agility Training Grounds"
exits:
south: 17
north: 201 # Vent Shaft (level 1)
east: 210 # Rooftop (level 20)
west: 220 # Reactor (level 50)
```
### Supported Obstacle Verbs
| Verb | Gerund (display) |
| ---------- | ---------------- |
| `scramble` | scrambling |
| `jump` | jumping |
| `swing` | swinging |
| `balance` | balancing |
| `climb` | climbing |
| `crawl` | crawling |
| `vault` | vaulting |
| `leap` | leaping |
| `slide` | sliding |
Obstacle verbs are auto-registered at startup from all course YAML files. No changes to `cmd_registry.go` needed when adding new courses — any verb in a `data/courses/` file will work.
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