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## Objects

Objects interact with the world through **inline behavior configs** under
`gather:`, `talk:`, or `use:` keys. There is no separate behavior
directory — everything goes directly in the object's YAML.

### Naming & file organization

**The filename is the ID.** An object is looked up by its filename stem
(`copper_rock.yaml` → `copper_rock`), and the loader derives `ObjectDef.ID` from that
filename. Rooms reference the object by this bare ID regardless of which folder the file
lives in. **Do not put an `id:` field in the file** — it is ignored. (A nested `- id:` under
a room's `objects:` list is a different thing: a *reference* to an object by its filename,
and is still required there.)

- **Generic, shared objects** (rocks, trees, altars, stations) use a semantic name and live
  flat in `data/objects/` — e.g. `data/objects/copper_rock.yaml`.
- **Room-specific one-offs** (signs, set-dressing, scenery for a single room): if they are
   description-only (the passive subset), prefer defining them **locally in the room** (see
   [Local objects](#local-objects-defined-in-the-room) below). If a one-off needs
  interactable behavior (`gather`/`talk`/`use`/etc.) it must be a file — prefix it with the
  room number and place it in `data/objects/unique/`, e.g. `data/objects/unique/1002_sign.yaml`
  (ID `1002_sign`, referenced from room `1002`).

Loading walks `data/objects/` recursively, so subdirectories are purely organizational and
need no changes to room references when a file is moved. They do **not** namespace IDs: every
filename stem must be globally unique across all of `data/objects/`. Use `hidden: true` for
signage/scenery so it doesn't appear in room listings.

### Local objects (defined in the room)

Room-specific **description / scenery** objects can be defined directly inside the room's
`objects:` list instead of as separate files in `data/objects/unique/`. An entry in the list
is treated as **local** when it carries a `name:` (or any other content field —
`description`, `aliases`, `inroom_description`, `color`, `hidden`, `on_look`). An entry with
only `- id: <file>` is a plain **reference** to a file object, as before. `id:` is reserved
for references; **local objects do not take an `id:`** — their identity comes from the name.

```yaml
# in data/rooms/intro/1001.yaml
objects:
  - id: workbench            # reference: resolves to data/objects/workbench.yaml
  - name: window             # local: identity derived from the name, no file
    hidden: true
    description: "A thick trim with rounded bolt heads frames the tiny window."
  - name: sign
    aliases: [safety card, frame]
    inroom_description: A large framed sign is mounted near the cockpit door.
    description: |-
      Conditional or multi-line descriptions work exactly like file objects.
    on_look:
      set_player_flags:
        1001_look_sign: true
```

- **Identity comes from `name`.** Internally the object's id is the name, normalized
  (lowercased, surrounding/redundant spaces trimmed, spaces kept — `"Instrument Panel"` →
  `instrument panel`). You never write an `id:`; doing so on a local entry is ignored and
  warned about at startup.
- **Identity is room-scoped.** Two different rooms may each have an object named `sign`
  without conflict — no room-number prefixing needed (unlike the old `data/objects/unique/`
  files).
- **Each object in a room must have a unique name.** Two *distinct* objects in the same room
  with the same exact name — whether both local, both file references, or one of each — is a
  startup **error** (the player could not disambiguate them). Multiple instances of the *same*
  object are still fine via repeated references (e.g. two `- id: copper_rock`).
- **Partial-name siblings are fine.** `rusty sign` and `shiny sign` can coexist; `look sign`
  matches both and prompts *"which one?"*, while `look rusty sign` resolves directly.
- Local objects support only the **passive subset**: `name`, `aliases`, `color`, `hidden`,
  `inroom_description`, `description` (including conditional variants), and `on_look`.
- Interactable / stateful behavior (`gather`, `talk`, `use`, `safespot`, `steal`, `guard_mob`,
  `removal_item`, `use_interactions`, craft stations) **must** be a standalone object file;
  startup validation errors if those appear locally.
- Local objects are re-read from the room file on every access, so edits take effect
  immediately (file objects are cached after first load).

Prefer local for one-room flavor; keep generic/reusable/interactable objects as files.


Gathering object (mining):
```yaml
name: copper rock
color: "B2"                   # xterm-256 color index (00-FF)
gather:
    skill: mining
    tools:
        - pickaxe
    success:
        base: 0.40
        per_level: 0.01
        cap: 0.95
    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
          depletes: true
          message: "You manage to mine some {B2}copper ore{/}."
        - table: gem_table
          weight: 10
          depletes: false
          message: "You spot a glint of something valuable!"
    respawn_timer: 50
    respawn_broadcast: "A glint of copper catches your eye from some {name}."
```

Tree object (woodcutting with shared depletion):
```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
          xp: 37
          weight: 100
          depletes: false
          message: "You get some {71}oak logs{/}."
    respawn_timer: 14
    deplete_timer: 45
    nest_chance: 256
    respawn_broadcast: "An {name} grows back."
```

Color accepts xterm-256 indices with optional modifiers (`bold`, `dim`, `underline`)
and gradients (`g:C4,52`). In ANSI mode, extended colors downgrade to the nearest
ANSI color.

Object interaction (gate, lever — uses `use_interactions:` key):
```yaml
name: iron gate
hidden: true
description: "A heavy iron gate set into the north wall."
use_interactions:
  - condition:
      flag: gate_open
      value: true
      not: true
    message: "You push the heavy iron gate open."
    action:
      set_global_flags:
        gate_open: true
```

Decorative object (no behavior keys — just a name/description):
```yaml
name: town fountain
description: "Clear water sparkles in the sunlight."
```

Talk object (NPC conversations — uses `talk:` key):
```yaml
name: Tool Shed
description: "A small shed with an open window."
talk:
    nodes:
        start:
            message: "\"Welcome to the tool shed!\""
            options:
                - text: "\"What do you have?\""
                  goto: shop
                - text: "\"Goodbye.\""
```

On-look action (runs when a player examines an object with `look <name>`):
```yaml
name: sign
aliases: [notice, board]
description: "A wooden signpost with faded writing."
on_look:
    set_player_flags:
        read_sign: true
```
`on_look` fires the action AFTER showing the object's description. It uses the same
`NodeAction` type as talk nodes — supports `set_player_flags`, `set_global_flags`,
`give_item`, `take_item`, `teleport`, `heal`, `cost`, and everything else in the
[node action reference](behaviors.md#node-action-reference).

See the [Talk section of behaviors](behaviors.md#talk-dialog-trees) for the full
dialog tree format. See [Stealable Objects](#stealable-objects) for theft mechanics.

---

## Use Interactions

Objects can define `use_interactions` to handle when a player uses a specific item on the object. Each interaction can check conditions, show a message, and execute actions — using the same condition and action primitives as the talk system.

Entries are checked top-to-bottom; the first match with a passing condition wins.

Simple message (no action):
```yaml
name: anvil
use_interactions:
  - item_id: silver_bar
    message: "You should use this with a mold at a furnace."
  - item_id: gold_bar
    message: "You should use this with a mold at a furnace."
```

Puzzle interaction (take item, set flag):
```yaml
name: crystal slot
use_interactions:
  - item_id: crystal_key
    condition:
      flag: crystal_inserted
    message: "The crystal key is already in the slot."
  - item_id: crystal_key
    message: "You insert the crystal key into the slot. It clicks into place."
    action:
      take_item: crystal_key
      set_global_flags:
        crystal_inserted: true
```

Quest item exchange:
```yaml
use_interactions:
  - item_id: ancient_scroll
    condition:
      player_flag: quest_started
    message: "You place the scroll on the pedestal. The door rumbles open!"
    action:
      take_item: ancient_scroll
      set_player_flags:
        quest_complete: true
      set_global_flags:
        temple_door_open: true
```

### UseInteraction Fields

| Field       | Type       | Description                                      |
| ----------- | ---------- | ------------------------------------------------ |
| `item_id`   | string     | Item ID that triggers this interaction            |
| `condition` | Condition  | Optional condition (same as exits/talk/use_interactions)    |
| `message`   | string     | Message shown to the player                       |
| `action`    | NodeAction | Optional actions (same as talk node actions)      |

### Available Actions (same as talk)

| Field              | Type           | Description                        |
| ------------------ | -------------- | ---------------------------------- |
| `set_global_flags`        | map[string]any | Set global flags (shared)           |
| `set_player_flags` | map[string]any | Set player flags (per-character)   |
| `give_item`        | string         | Give an item to inventory          |
| `take_item`        | string         | Remove an item from inventory      |
| `teleport`         | int            | Move player to a room ID           |
| `heal`             | int            | Restore hitpoints                  |

### Available Conditions (same as exits/talk)

| Field         | Description                      |
| ------------- | -------------------------------- |
| `global_flag`        | Global flag check                 |
| `player_flag` | Per-character flag check         |
| `has_item`    | Inventory item check             |
| `value`       | Expected value for flag checks   |
| `not`         | Invert the condition             |
| `all_of`      | All sub-conditions must pass     |
| `any_of`      | Any sub-condition must pass      |

---

## Stealable Objects

Objects can be stealable via the `steal` command. These use the same drop table system as mobs and searches.

```yaml
name: Market Stall
description: "A wooden stall piled with food and sundries."
steal_table: market_stall_steal
steal_level: 5
steal_xp: 12
steal_speed: 5
guard_mob: guard
```

| Field         | Description                                      |
| ------------- | ------------------------------------------------ |
| `steal_table` | Drop table ID for loot when stealing             |
| `steal_level` | Required thieving level                          |
| `steal_xp`    | XP awarded per successful steal                  |
| `steal_speed` | Ticks per steal attempt (base wait)              |
| `guard_mob`   | Mob def ID that guards this object (watches it)  |

When `guard_mob` is set, a mob with that def ID in the same room watches the object
on a tick-based cycle (8 ticks watching, 4 ticks looking away). While the guard is
watching, steal success chance is halved and failures trigger a confrontation dialog.

Use the `sneak` command to see guard watch state changes in real time.

---

## Safespots

Safespot objects provide cover that blocks melee attacks. Players use `hide <object>` to
crouch behind them and attack with ranged or science weapons. Melee attacks force the player
out of cover.

```yaml
name: rock outcrop
color: "F8"
hidden: true
inroom_description: "A jagged rock outcrop juts from the floor."
description: "A large, jagged rock formation providing natural cover."
safespot:
  tier: 2
  max_block_size: large
  max_occupants: 3
  unsafe_chance: 0.008
  decay_ticks: 500
  decay_chance: 0.01
  respawn_on_hide: false
  respawn_ticks: 300
  levels:
    - message: "The rock formation stands solid."
      degrade_message: "The rock structure begins crumbling!"
    - message: "The rock outcrop is cracked and worn."
      degrade_message: "A few jagged bits are all that's left of the rock outcrop!"
    - message: "Only a few jagged rocks remain."
      degrade_message: "The rock outcrop crumbles to nothing!"
```

Safespot objects should be `hidden: true`. They never appear in room descriptions — players
discover them through quest guidance, `inroom_description` text in the room's YAML, or by
examining objects directly with `look <name>`.

### SafespotConfig Fields

| Field | Type | Default | Description |
|---|---|---|---|
| `tier` | int | 0 | Required safespot tier to use this object |
| `max_block_size` | string | `""` (all) | Largest mob size blocked: small/medium/large/massive |
| `max_occupants` | int | 0 | Max players that can hide behind this object (0 = unlimited) |
| `unsafe_chance` | float64 | 0 | Per-tick chance (0.0-1.0) to be forced out of cover |
| `decay_ticks` | float64 | 0 | Guaranteed ticks before object degrades one level |
| `decay_chance` | float64 | 0 | Per-tick random chance (0.0-1.0) to degrade one level |
| `respawn_on_hide` | bool | false | If true, hiding behind an empty safespot resets it to max level. Only triggers when no occupants are present. |
| `respawn_ticks` | float64 | 0 | Ticks until a destroyed safespot respawns (0 = never respawns — object is deleted from the room) |
| `levels` | []SafespotLevel | required | At least one level entry |

### SafespotLevel Fields

| Field | Type | Description |
|---|---|---|
| `message` | string | Shown to the player when the safespot is at this level |
| `degrade_message` | string | Broadcast to the room when the safespot degrades FROM this level |

Levels are ordered from highest to lowest. The first entry is the safespot's best state;
the last entry is its weakest state before destruction. When the last level degrades,
the safespot is destroyed.

### Three Safespot Patterns

The combination of `respawn_on_hide` and `respawn_ticks` creates three distinct use cases:

**1. Standard Safespot (always available)**

```yaml
safespot:
  respawn_on_hide: true
  respawn_ticks: 0
  levels:
    - message: "You crouch behind the rock formation, using it as cover."
```

The safespot starts at full health each time a player hides behind it (first occupant only —
subsequent players don't reset the level). Ideal for skilling areas and general exploration.
Since `respawn_ticks: 0`, a destroyed safespot would be deleted, but with a single level and
no decay, it never degrades. Simple and permanent.

**2. Regenerating Safespot (timer-based respawn)**

```yaml
safespot:
  respawn_on_hide: false
  respawn_ticks: 300
  levels:
    - message: "The rock formation stands solid."
      degrade_message: "The rock structure begins crumbling!"
    - message: "The rock outcrop is cracked and worn."
      degrade_message: "A few jagged bits are all that's left!"
    - message: "Only a few jagged rocks remain."
      degrade_message: "The rock outcrop crumbles to nothing!"
```

Degradation persists between hides — a player who leaves and re-hides finds the
safespot at its previous level. After total destruction, a timer (`respawn_ticks`)
counts down, then the safespot reforms at full health. Suits areas with heavy use
where a temporary respite is valuable.

**3. Disposable Safespot (boss fight cover)**

```yaml
safespot:
  respawn_on_hide: false
  respawn_ticks: 0
  levels:
    - message: "The barricade offers solid cover."
      degrade_message: "The barricade splinters under the assault!"
    - message: "The barricade is splintering badly."
      degrade_message: "The barricade shatters completely!"
```

Degradation persists between hides. When the last level degrades, the safespot is
**deleted from the room entirely** — it does not respawn. Perfect for boss encounters
where a room script places temporary cover that the party consumes during the fight.
Once destroyed, it's gone for good (until the boss room re-instantiates it).

### Mob Size

Mobs must have a `size` field for safespot blocking to work:

```yaml
# data/mobs/cow.yaml
size: small

# data/mobs/moss_giant.yaml
size: large
```

Size ordering: `small` < `medium` < `large` < `massive`. Defaults to `medium` when absent.
A safespot with `max_block_size: large` blocks mobs of size small, medium, and large,
but not massive.

### Progression

Players gain safespot tier by completing quests and combat achievements, which set
player flags via talk node actions:

| Flag | Source | Tier bonus |
|---|---|---|
| `quest_animal_magnetism` | Quest completion | +1 |
| `quest_dragon_slayer` | Quest completion | +1 |
| `achieve_medium_combat` | Combat achievement | +1 |
| `achieve_hard_combat` | Combat achievement | +2 |

### Combat Integration

- A safespot blocks a mob's **melee** attacks if the mob's size is within the
  safespot's `max_block_size`.
- When a mob's melee is blocked, if it also has a `ranged`/`science` attack type it
  switches to its strongest ranged/science attack (by max hit) and keeps attacking.
  A mob with only melee is fully blocked (cannot aggro or land hits).
- Mobs whose size exceeds `max_block_size` are never blocked and always use melee.
- If a safespotted player attacks with melee, they automatically leave cover.
- Hiding in combat takes 4 ticks; if the mob hits during this time, the hide fails.
- Hiding out of combat takes 1 tick.

### Option: safespot_alert

Players can customize the message shown when forced out of a safespot:

    option safespot_alert "{C4 bold}** DANGER **{/} Cover blown!"
Default: `"{C4 bold}** Your safespot has been compromised! **{/}"`

---