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sporel-lib-core.crafting/README.md
Calic a4f60b4825 feat: lib-core.crafting v0.1.0 — Recipe Registry + Craft Action
Headless data + logic layer for recipe-based crafting. Manages a
recipe registry, performs match-checks against a container's
inventory contents, and atomically consumes inputs + creates outputs.

Surface:
  define_recipe{id, inputs, output, name?, description?, is_known?}
  list_recipes(), get_recipe(id)
  is_known(recipe_id, ctx)              -- per-recipe discovery gate
  can_craft(recipe_id, container, ctx)  -- non-mutating availability
  craft(recipe_id, container, ctx)      -- mutating action

Recipe-Schema: count-form inputs (array of {template, count}) +
single output {template, count} + optional is_known(ctx) hook
(default returns true). Match-result schema:
  { ok=true, crafted_items, consumed }
  { ok=false, error='unknown_recipe' }
  { ok=false, error='missing_inputs', missing={{template, needed, have}} }

Container is both inputs-source and output-destination (single-container
v0.1; multi-container deferred). craft re-runs can_craft internally
and returns the structured error if state changed since the last frame.

Depends on lib-core.composition 0.3.0 (template_of, create, destroy)
and lib-core.inventory-list 0.1.0 (contents, add, remove).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-14 12:20:42 +02:00

217 lines
7.8 KiB
Markdown

# lib-core.crafting
Recipe Registry + Match-Check + Craft Action. Headless data + logic layer.
Recipes reference item-template-ids; inputs are consumed from a container,
outputs are placed back into the same container.
**Version:** 0.1.0
**Lib-ID:** lib-core.crafting
**Requires:** `lib-core.composition` 0.3.0, `lib-core.inventory-list` 0.1.0
**Tags:** crafting, recipe, registry
## Topology
```mermaid
graph LR
this["lib-core.crafting"]
composition["lib-core.composition"]
inventory["lib-core.inventory-list"]
this --> composition
this --> inventory
```
## Scope (v0.1.0)
Solid-Cut: recipe registry + match-check + craft-action + per-recipe
discovery hook. Single-container parameter (inputs source AND output
destination). Count-form recipe-inputs.
**Supported:**
- `define_recipe{id, inputs, output, name?, description?, is_known?}`
- `list_recipes()`, `get_recipe(id)`
- `is_known(recipe_id, ctx)` — per-recipe discovery gating
- `can_craft(recipe_id, container, ctx)` — non-mutating availability check
- `craft(recipe_id, container, ctx)` — mutating action
**Deferred (Phase D+ / E):**
- Workpiece-Model / multi-step crafting / Batch / Time-coupled craft
- Tool-Requirements (Hammer-required, Workbench-required)
- Skill-Checks (skill-property-min for recipe)
- Property-driven recipes (`composition.iron ≥ 0.8`) — Phase E
- Multi-Container-UI (input from A, output to B)
- Action-Property-Tags (`crafting.cutting`, `crafting.hammering`) — Domain-Lib substrate
## API
### `crafting.define_recipe(def)`
**Syntax:** `crafting.define_recipe({id, inputs, output, name?, description?, is_known?}) -> void`
**Example:**
```lua
crafting.define_recipe{
id = "rock_pick",
inputs = {
{ template = "rock", count = 1 },
{ template = "stick", count = 1 },
},
output = { template = "rock_pick", count = 1 },
name = "Stone Pick",
description = "A pick for mining stone.",
is_known = function(ctx) return true end,
}
```
**Description:** Registers a recipe under `id`. `inputs` is a non-empty
array of `{template, count}` entries; `output` is a single
`{template, count}`. `name` / `description` are optional player-facing
display strings. `is_known(ctx) -> bool` is an optional discovery hook;
default is `function() return true end`. The hook receives the same `ctx`
table the caller passes to `is_known` / `can_craft` / `craft`.
Loud `error(...)` on: non-table `def`; missing / non-string / empty `id`;
duplicate `id`; non-table / empty `inputs`; any input or output entry
that isn't a `{template: string, count: positive int}` table; non-table
`output`; non-function `is_known` if provided.
Error messages follow the pattern `"crafting.define_recipe '<id>': <reason>"`
so test-suites can pattern-match.
### `crafting.list_recipes()`
**Syntax:** `crafting.list_recipes() -> {recipe_def, ...}`
**Description:** Returns a shallow-copied list of all currently-registered
recipes. Mutating the returned list (or the entries themselves) does not
affect the registry. Order is unspecified.
### `crafting.get_recipe(id)`
**Syntax:** `crafting.get_recipe(id: string) -> recipe_def or nil`
**Description:** Returns a shallow-copy of the registered recipe with the
given `id`, or `nil` if no recipe is registered under that id.
### `crafting.is_known(recipe_id, ctx)`
**Syntax:** `crafting.is_known(recipe_id: string, ctx: table) -> bool`
**Description:** Returns the result of `recipe.is_known(ctx)` for the
named recipe, or `false` if the `recipe_id` is unregistered. `ctx`
must be a table (loud-error otherwise); empty `{}` is allowed. Used by
display libs to filter the recipe list to known recipes only.
### `crafting.can_craft(recipe_id, container, ctx)`
**Syntax:** `crafting.can_craft(recipe_id, container, ctx) -> result`
**Result-Shape:**
```lua
-- success
{ ok = true }
-- recipe missing / not known
{ ok = false, error = "unknown_recipe" }
-- inputs insufficient
{
ok = false, error = "missing_inputs",
missing = {
{ template = "stick", needed = 1, have = 0 },
...
},
}
```
**Description:** Non-mutating check whether `recipe_id` can be crafted
right now from items in `container`. Returns `ok=true` if the recipe is
registered, `is_known(ctx)` returns `true`, AND `inventory.contents(container)`
contains at least `input.count` items per `input.template` for every
input. Otherwise returns `ok=false` with an `error` discriminator. For
`missing_inputs`, the `missing` array lists each input that's under-
supplied with its `needed` and `have` count.
Loud-Error: `ctx` must be a table (empty `{}` OK).
### `crafting.craft(recipe_id, container, ctx)`
**Syntax:** `crafting.craft(recipe_id, container, ctx) -> result`
**Result-Shape:**
```lua
-- success
{
ok = true,
crafted_items = { entity_handle, ... }, -- new output entities
consumed = { entity_handle, ... }, -- input entities (already destroyed)
}
-- failure (same shape as can_craft)
{ ok = false, error = "unknown_recipe" }
{ ok = false, error = "missing_inputs", missing = {...} }
```
**Description:** Performs an internal `can_craft` check first; on failure
returns the same result early (container untouched). On success:
1. Removes `input.count` matching-template items from the container via
`inventory.remove`, then `composition.destroy`s each consumed item.
2. Creates `output.count` new items via `composition.create{template=output.template}`.
3. Adds each new output to the container via `inventory.add`.
The returned `consumed` array references the input entity handles AFTER
they were destroyed; they're useful for debug logging but must not be
operated on (their composition meta-record is gone).
Loud-Error: `ctx` must be a table (empty `{}` OK).
## Recipe-Schema
```lua
{
id = "rock_pick", -- string, unique, non-empty
inputs = { -- non-empty array
{ template = "rock", count = 1 }, -- count > 0, integer
{ template = "stick", count = 1 },
},
output = { template = "rock_pick", count = 1 },
name = "Stone Pick", -- optional, display
description = "A pick for mining stone.", -- optional, used by Inspect
is_known = function(ctx) return true end,
-- optional discovery hook
-- ctx is the caller-supplied table
-- default: returns true unconditionally
}
```
## Test Backdoors
```lua
crafting._test_clear_all() -- wipe the recipe registry; for test isolation
crafting._test_get_recipes() -- raw internal recipes-by-id table
```
These are not part of the stable surface; they exist so test-libs can
re-initialize state between assertions.
## Conventions
- **Container-Parameter:** v0.1 uses a single container for both inputs
and output. Modules pass the appropriate container (e.g. the player's
backpack). Workbench-Entity / multi-container splits are deferred to
Phase D.
- **Discovery-Hook:** Per-recipe `is_known(ctx)` lets modders gate
recipes on schematic-store-lookups, skill-property-checks, etc.
without expanding the v0.1 surface.
- **No silent fail:** `craft` always re-checks `can_craft` and returns
a structured error if conditions changed since the UI's last frame.
## Future Phases
| Phase | Surface addition | Spec |
|---|---|---|
| D (Workbench) | Workbench-Entity-Container parameter; post-craft-relocate callback | crafting-model.md |
| D+ (Workpiece) | Multi-step crafting with intermediate workpiece-entities | crafting-model.md |
| D+ (Batch / Time) | Batch parameter, time-system coupling, abort-decon | crafting-model.md |
| E (Property-driven) | `composition.iron ≥ 0.8` as input matcher | composition-model.md, crafting-model.md |
| Domain-Libs | `lib-core.metalwork` / `textile` / `woodwork` consume crafting substrate | libraries.md §8 Catalog |