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Adventure crafting: grant foraging XP per attempt, track lifetime crafts
Crafting was a downstream consumer of Foraging skill but never gave any XP back, so the feedback loop was one-directional — only gathering contributed to the level that gates better recipes. Now: each auto-craft attempt grants Foraging XP (success > failure). Per-tier values: tier 1: +12 / +3 tier 2: +25 / +5 tier 3: +40 / +8 tier 4: +60 / +12 tier 5: +90 / +18 Successful T1 ≈ 30% of a Foraging Success haul; T5 ≈ 40%. Failures get a small consolation grant — the attempt still produced practical knowledge (and lost ingredients). Schema: adventure_characters.crafts_succeeded INT for lifetime tracking. Migration entry included. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -141,6 +141,7 @@ func runMigrations(d *sql.DB) error {
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`ALTER TABLE coop_dungeon_gifts ADD COLUMN expires_at DATETIME`,
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`ALTER TABLE coop_dungeon_gifts ADD COLUMN applied_at DATETIME`,
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`ALTER TABLE coop_dungeon_gifts ADD COLUMN stack_lead_id INTEGER`,
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`ALTER TABLE adventure_characters ADD COLUMN crafts_succeeded INTEGER NOT NULL DEFAULT 0`,
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}
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for _, stmt := range columnMigrations {
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if _, err := d.Exec(stmt); err != nil {
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@@ -95,6 +95,7 @@ type AdventureCharacter struct {
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PetMorningDefense bool
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AutoBabysit bool
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StreakDecayed bool
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CraftsSucceeded int
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}
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type AdvEquipment struct {
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@@ -445,7 +446,7 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
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pet_chased_away, pet_reactivated, pet_arrived,
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misty_encounter_count, misty_donated_count,
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thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date,
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pet_morning_defense, auto_babysit, streak_decayed
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pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded
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FROM adventure_characters WHERE user_id = ?`, string(userID)).Scan(
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&c.UserID, &c.DisplayName,
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&c.CombatLevel, &c.MiningSkill, &c.ForagingSkill, &c.FishingSkill,
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@@ -470,7 +471,7 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
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&petChasedAway, &petReactivated, &petArrived,
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&c.MistyEncounterCount, &c.MistyDonatedCount,
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&thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date,
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&petMorningDef, &autoBabysit, &streakDecayed,
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&petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded,
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)
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if err != nil {
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return nil, err
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@@ -638,7 +639,8 @@ func saveAdvCharacter(char *AdventureCharacter) error {
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thom_animal_line_fired = ?, pet_supply_shop_unlocked = ?, pet_level10_date = ?,
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pet_morning_defense = ?,
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auto_babysit = ?,
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streak_decayed = ?
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streak_decayed = ?,
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crafts_succeeded = ?
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WHERE user_id = ?`,
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char.DisplayName, char.CombatLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill,
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char.CombatXP, char.MiningXP, char.ForagingXP, char.FishingXP,
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@@ -664,6 +666,7 @@ func saveAdvCharacter(char *AdventureCharacter) error {
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petMorningDef,
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autoBabysit,
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streakDecayed,
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char.CraftsSucceeded,
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string(char.UserID),
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)
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return err
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@@ -794,7 +797,7 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
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pet_chased_away, pet_reactivated, pet_arrived,
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misty_encounter_count, misty_donated_count,
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thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date,
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pet_morning_defense, auto_babysit, streak_decayed
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pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded
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FROM adventure_characters`)
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if err != nil {
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return nil, err
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@@ -834,7 +837,7 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
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&petChasedAway, &petReactivated, &petArrived,
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&c.MistyEncounterCount, &c.MistyDonatedCount,
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&thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date,
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&petMorningDef, &autoBabysit, &streakDecayed,
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&petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded,
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); err != nil {
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return nil, err
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}
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@@ -339,9 +339,19 @@ type CraftResult struct {
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Success bool
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}
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// craftXPRewards: per-tier foraging XP granted on successful (and tiny on
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// failed) auto-crafts. Successful T1 ≈ 30% of a Foraging Success haul, scaling
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// up so T5 grants are meaningful. Failures get a token consolation grant —
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// you tried.
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var craftXPSuccess = map[int]int{1: 12, 2: 25, 3: 40, 4: 60, 5: 90}
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var craftXPFailure = map[int]int{1: 3, 2: 5, 3: 8, 4: 12, 5: 18}
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// autoCraftConsumables scans the player's inventory for craftable recipes and
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// attempts to craft the highest-tier recipe available. Consumes ingredients on
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// attempt; on failure one ingredient is lost. Returns crafted items and results.
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//
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// Side effects: grants foraging XP per attempt (success > failure) and bumps
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// the player's CraftsSucceeded counter on each success.
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func autoCraftConsumables(userID id.UserID, items []AdvItem, foragingLevel int) ([]CraftResult, []AdvItem) {
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if foragingLevel < 10 {
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return nil, items
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@@ -393,6 +403,13 @@ func autoCraftConsumables(userID id.UserID, items []AdvItem, foragingLevel int)
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}
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results = append(results, CraftResult{Recipe: bestRecipe, Success: true})
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crafted++
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// Foraging XP + lifetime counter bump.
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if char, err := loadAdvCharacter(userID); err == nil {
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char.ForagingXP += craftXPSuccess[bestRecipe.Tier]
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char.CraftsSucceeded++
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checkAdvLevelUp(char, "foraging")
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_ = saveAdvCharacter(char)
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}
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} else {
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// Failure: all ingredients destroyed
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for _, id := range ingredientIDs {
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@@ -400,6 +417,12 @@ func autoCraftConsumables(userID id.UserID, items []AdvItem, foragingLevel int)
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}
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remaining = removeItemsByIDs(remaining, ingredientIDs)
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results = append(results, CraftResult{Recipe: bestRecipe, Success: false})
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// Token foraging XP for the attempt.
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if char, err := loadAdvCharacter(userID); err == nil {
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char.ForagingXP += craftXPFailure[bestRecipe.Tier]
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checkAdvLevelUp(char, "foraging")
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_ = saveAdvCharacter(char)
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}
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}
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}
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