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## Objects

Object defined — links to a behavior:
```yaml
id: copper_rock
name: copper rock
color: "178"                   # xterm-256 color index (0-255)
behavior: mine_copper
```

Tree object:
```yaml
id: oak_tree
name: oak tree
color: "113"
behavior: chop_oak
```

Color accepts xterm-256 indices with optional modifiers (`bold`, `dim`, `underline`) and gradients (`g:196,82`). In ANSI mode, extended colors downgrade to the nearest ANSI color.

Hidden object — doesn't appear in room's object list, only discoverable via description or experimentation:
```yaml
id: iron_gate
name: iron gate
behavior: iron_gate_toggle
hidden: true
description: "A heavy iron gate set into the north wall."
```

Decorative object (no behavior):
```yaml
id: lumby_fountain
name: town fountain
description: "Clear water sparkles in the sunlight."
```

---

## 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
id: anvil
name: anvil
use_interactions:
  - item: silver_bar
    message: "You should use this with a mold at a furnace."
  - item: gold_bar
    message: "You should use this with a mold at a furnace."
```

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

Quest item exchange:
```yaml
use_interactions:
  - item: 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_flags:
        temple_door_open: true
```

### UseInteraction Fields

| Field       | Type       | Description                                      |
| ----------- | ---------- | ------------------------------------------------ |
| `item`      | string     | Item ID that triggers this interaction            |
| `condition` | Condition  | Optional condition (same as exits/talk/toggle)    |
| `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_flags`        | map[string]any | Set world 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                      |
| ------------- | -------------------------------- |
| `flag`        | World 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
id: market_stall
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.

---