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

@@ -141,6 +141,7 @@ func runMigrations(d *sql.DB) error {
`ALTER TABLE coop_dungeon_gifts ADD COLUMN expires_at DATETIME`,
`ALTER TABLE coop_dungeon_gifts ADD COLUMN applied_at DATETIME`,
`ALTER TABLE coop_dungeon_gifts ADD COLUMN stack_lead_id INTEGER`,
`ALTER TABLE adventure_characters ADD COLUMN crafts_succeeded INTEGER NOT NULL DEFAULT 0`,
}
for _, stmt := range columnMigrations {
if _, err := d.Exec(stmt); err != nil {

View File

@@ -95,6 +95,7 @@ type AdventureCharacter struct {
PetMorningDefense bool
AutoBabysit bool
StreakDecayed bool
CraftsSucceeded int
}
type AdvEquipment struct {
@@ -445,7 +446,7 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
pet_chased_away, pet_reactivated, pet_arrived,
misty_encounter_count, misty_donated_count,
thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date,
pet_morning_defense, auto_babysit, streak_decayed
pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded
FROM adventure_characters WHERE user_id = ?`, string(userID)).Scan(
&c.UserID, &c.DisplayName,
&c.CombatLevel, &c.MiningSkill, &c.ForagingSkill, &c.FishingSkill,
@@ -470,7 +471,7 @@ func loadAdvCharacter(userID id.UserID) (*AdventureCharacter, error) {
&petChasedAway, &petReactivated, &petArrived,
&c.MistyEncounterCount, &c.MistyDonatedCount,
&thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date,
&petMorningDef, &autoBabysit, &streakDecayed,
&petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded,
)
if err != nil {
return nil, err
@@ -638,7 +639,8 @@ func saveAdvCharacter(char *AdventureCharacter) error {
thom_animal_line_fired = ?, pet_supply_shop_unlocked = ?, pet_level10_date = ?,
pet_morning_defense = ?,
auto_babysit = ?,
streak_decayed = ?
streak_decayed = ?,
crafts_succeeded = ?
WHERE user_id = ?`,
char.DisplayName, char.CombatLevel, char.MiningSkill, char.ForagingSkill, char.FishingSkill,
char.CombatXP, char.MiningXP, char.ForagingXP, char.FishingXP,
@@ -664,6 +666,7 @@ func saveAdvCharacter(char *AdventureCharacter) error {
petMorningDef,
autoBabysit,
streakDecayed,
char.CraftsSucceeded,
string(char.UserID),
)
return err
@@ -794,7 +797,7 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
pet_chased_away, pet_reactivated, pet_arrived,
misty_encounter_count, misty_donated_count,
thom_animal_line_fired, pet_supply_shop_unlocked, pet_level10_date,
pet_morning_defense, auto_babysit, streak_decayed
pet_morning_defense, auto_babysit, streak_decayed, crafts_succeeded
FROM adventure_characters`)
if err != nil {
return nil, err
@@ -834,7 +837,7 @@ func loadAllAdvCharacters() ([]AdventureCharacter, error) {
&petChasedAway, &petReactivated, &petArrived,
&c.MistyEncounterCount, &c.MistyDonatedCount,
&thomAnimalLine, &petSupplyUnlocked, &c.PetLevel10Date,
&petMorningDef, &autoBabysit, &streakDecayed,
&petMorningDef, &autoBabysit, &streakDecayed, &c.CraftsSucceeded,
); err != nil {
return nil, err
}

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)
}
}
}