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>
This commit is contained in:
prosolis
2026-04-28 23:19:06 -07:00
parent 671773abd5
commit 8e3b8377c0
3 changed files with 32 additions and 5 deletions

View File

@@ -339,9 +339,19 @@ type CraftResult struct {
Success bool
}
// craftXPRewards: per-tier foraging XP granted on successful (and tiny on
// failed) auto-crafts. Successful T1 ≈ 30% of a Foraging Success haul, scaling
// up so T5 grants are meaningful. Failures get a token consolation grant —
// you tried.
var craftXPSuccess = map[int]int{1: 12, 2: 25, 3: 40, 4: 60, 5: 90}
var craftXPFailure = map[int]int{1: 3, 2: 5, 3: 8, 4: 12, 5: 18}
// autoCraftConsumables scans the player's inventory for craftable recipes and
// attempts to craft the highest-tier recipe available. Consumes ingredients on
// attempt; on failure one ingredient is lost. Returns crafted items and results.
//
// Side effects: grants foraging XP per attempt (success > failure) and bumps
// the player's CraftsSucceeded counter on each success.
func autoCraftConsumables(userID id.UserID, items []AdvItem, foragingLevel int) ([]CraftResult, []AdvItem) {
if foragingLevel < 10 {
return nil, items
@@ -393,6 +403,13 @@ func autoCraftConsumables(userID id.UserID, items []AdvItem, foragingLevel int)
}
results = append(results, CraftResult{Recipe: bestRecipe, Success: true})
crafted++
// Foraging XP + lifetime counter bump.
if char, err := loadAdvCharacter(userID); err == nil {
char.ForagingXP += craftXPSuccess[bestRecipe.Tier]
char.CraftsSucceeded++
checkAdvLevelUp(char, "foraging")
_ = saveAdvCharacter(char)
}
} else {
// Failure: all ingredients destroyed
for _, id := range ingredientIDs {
@@ -400,6 +417,12 @@ func autoCraftConsumables(userID id.UserID, items []AdvItem, foragingLevel int)
}
remaining = removeItemsByIDs(remaining, ingredientIDs)
results = append(results, CraftResult{Recipe: bestRecipe, Success: false})
// Token foraging XP for the attempt.
if char, err := loadAdvCharacter(userID); err == nil {
char.ForagingXP += craftXPFailure[bestRecipe.Tier]
checkAdvLevelUp(char, "foraging")
_ = saveAdvCharacter(char)
}
}
}