crafting: retire form, unify on affordance capability axis (ADR-0055 amendment)

Recipe roles now match on a single `affordance.*` axis, required by both consumed `inputs` and non-consumed `tools` (the inputs/tools split carries consumption, not a separate axis). `form` — which conflated geometry, identity and capability — is removed. Its functional members folded into affordances (blade->cutting, shaft->leverage, plus knappable/spinnable/binding); identity members became template-id (chop_tree) or material+weight (log, hammer head).

vagrant-skeleton v0.20.0; no crafting/composition lib bump (they never knew `form`). Verified headless via the tool-harness: 16/16 checks pass — role-flexibility (stick OR branch hafts), weight discrimination, tool-gating (tool not consumed), and anti-recursion guards (sharp_stone not re-knappable, cordage not re-spinnable).
This commit is contained in:
calic
2026-07-31 07:43:08 +00:00
parent 4825d01426
commit b28afd5290
4 changed files with 93 additions and 58 deletions

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@@ -8,18 +8,25 @@ callback, foot-body-orientation ("tactical twist"), scale-deformation walk
cycle, and inheritance-decoupled foot sprites. End-to-end inventory pickup/drop
demo: pick up a rock into a backpack container, drop it back into the world.
**Version:** 0.19.0
**Version:** 0.20.0
**Module-ID:** vagrant-skeleton
**Requires:** lib-core.input >=0.4.0, lib-core.camera >=0.3.0, lib-core.render >=0.2.0, lib-core.maps >=0.1.2, lib-core.puppet >=0.4.4, lib-core.interaction >=0.1.0, lib-core.composition >=0.3.0, lib-core.actor >=0.1.0, lib-core.inventory-list >=0.1.0, lib-core.panel >=0.2.0, lib-core.inventory-list-display >=0.1.0, lib-core.notify >=0.1.0, lib-core.notify-display >=0.1.0, lib-core.world-overlay >=0.1.0, lib-core.crafting >=0.3.0, lib-core.crafting-display >=0.2.0, lib-asset.prototype-subterrain >=0.2.0, lib-asset.prototype-tc-basics >=0.1.0
**Tags:** test-chamber, puppet, walking-sim, interaction
> **v0.19.0:** **Role-based recipes.** Items carry a `form` role (shaft / cord /
> fiber / lump / blade / …); Stone-Age recipes now match by ROLE + material +
> weight + affordance, not by item id — so **any item that fills a role qualifies**
> (a haft = `{form="shaft"}` → stick OR branch). Verified: stick and branch both
> haft a hammer/axe; a log is rejected as a hammer head (not a lump); weight
> discriminates (a light stick can't be "broken", a heavy branch can't be
> "sharpened"). Template-id matching stays available (see rock_pick/rock_pile) —
> **v0.20.0:** **`form` retired → `affordance` is the one capability axis**
> (ADR-0055 amendment). The `form` role-tag mixed geometry, identity and
> capability; it is gone. Its functional members folded into `affordance.*`
> (`blade→cutting`, `shaft→leverage`, plus `knappable` / `spinnable` /
> `binding`); identity members became template-id (`chop_tree` = `{template=
> "tree"}`) or material+mass (`log`/hammer-head). The SAME affordance vocabulary
> is now required by both consumed `inputs` and non-consumed `tools`. Role-
> flexibility preserved: a haft = `{["affordance.leverage"]=true}` → stick OR
> branch; weight still discriminates (light stick sharpens, heavy branch breaks).
>
> **v0.19.0:** **Role-based recipes** (superseded by v0.20.0's axis rename).
> Introduced role-matching for Stone-Age recipes so any item filling a role
> qualifies, not a specific item id — originally via a `form` tag, since folded
> into `affordance`. Template-id matching stays available (rock_pick/rock_pile) —
> one of several modes, not the default.
>
> **v0.18.0:** Stone-Age round-out (content pack) — `craft_stone_hammer`

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@@ -2,136 +2,155 @@
-- content/stone_age.lua — T1-modder content pack: Stone-Age items + recipes.
--
-- PURE CONTENT via the authoring API `c` (see init.lua's content facade):
-- c.T{ id, name, desc, weight, vol, form=, material={...}, affordance={...},
-- c.T{ id, name, desc, weight, vol, material={...}, affordance={...},
-- atlas="tc"|"stone", uv="<sprite-key>", scale? } -- define an item
-- c.R{ ...crafting.define_recipe def... } -- define a recipe
-- c.S{ template, x, y } -- place item in world
--
-- ROLE-BASED RECIPES (the intent): a recipe slot asks for the ROLE it needs,
-- and ANY item that fills that role qualifies — not a specific item id. Roles
-- are expressed as property-constraints (crafting v0.3 / ADR-0055):
-- * `form` — physical role: shaft / cord / fiber / lump / blade / …
-- ROLE-BASED RECIPES (the intent): a recipe slot asks for the CAPABILITY it
-- needs, and ANY item that offers that capability qualifies — not a specific
-- item id. Capabilities are expressed as property-constraints (crafting v0.3 /
-- ADR-0055 + its 2026-07-31 amendment). Two orthogonal axes carry a recipe:
-- * `affordance.*` — what an item OFFERS / can DO / what role it fills:
-- cutting / hammering / chopping / leverage / binding /
-- spinnable / knappable / piercing … (open vocabulary)
-- * `composition.*`— material makeup (wood / stone / fiber …)
-- * `weight` — size discriminator (light stick vs heavy branch)
-- * `affordance.*` — functional capability of a TOOL (cutting/hammering/…)
-- e.g. a "haft" = { form="shaft" } → any stick OR branch OR pole works.
-- * `weight` — mass discriminator (light stick vs heavy branch)
-- e.g. a "haft" = { ["affordance.leverage"]=true } → any stick OR branch OR
-- pole works. The SAME affordance vocabulary is required by both consumed
-- `inputs` and non-consumed `tools`; the inputs/tools split (not a separate
-- axis) says whether the item is used up.
--
-- Template-id matching ({ template="rock" }) is ALSO valid — it is just the
-- `form` was RETIRED (ADR-0055 amendment): a physical-shape axis mixed
-- geometry, identity and capability. Its functional members became
-- affordances; its identity members (a "tree") stay template-id.
--
-- Template-id matching ({ template="tree" }) is ALSO valid — it is just the
-- trivial one-property constraint — and is used where a recipe genuinely wants
-- one specific item (see rock_pick/rock_pile in init.lua). Role-based is the
-- default here; template-id is one of the options, not the norm.
-- one specific item (see rock_pick/rock_pile in init.lua, and chop_tree below).
-- Role-based is the default; template-id is one of the options, not the norm.
-- =====================================================================
return function(c)
-- ---- items (each tagged with its ROLE via `form`) ----------------
-- NOTE: `rock` (form=lump) and `stick` (form=shaft) are BASE items defined
-- in init.lua; this pack's role-based recipes match them by form.
-- ---- items (each tagged with the CAPABILITIES it offers) ---------
-- NOTE: `rock` (affordance.knappable) and `stick` (affordance.leverage,
-- weight 0.3) are BASE items defined in init.lua; this pack's role-based
-- recipes match them by affordance the same as pack items.
-- World-gathered
c.T{ id = "branch", name = "Branch", desc = "A heavy springy branch. Snap it into sticks.",
weight = 1.5, vol = 0.006, form = "shaft", material = { wood = 1.0 },
weight = 1.5, vol = 0.006, material = { wood = 1.0 },
affordance = { leverage = true }, -- a haft candidate, but heavy
atlas = "tc", uv = "log_pile1", scale = 0.85 }
c.T{ id = "log", name = "Log", desc = "A heavy wooden log. Saw it into planks.",
weight = 20, vol = 0.05, form = "log", material = { wood = 1.0 },
weight = 20, vol = 0.05, material = { wood = 1.0 }, -- raw heavy wood; matched by material+weight
atlas = "tc", uv = "log_pile1" }
c.T{ id = "tree", name = "Tree", desc = "A standing tree. Chop it down for logs.",
weight = 400, vol = 1.0, form = "tree", material = { wood = 1.0 },
weight = 400, vol = 1.0, material = { wood = 1.0 }, -- one concrete item → matched by template-id
atlas = "tc", uv = "log_pile1", scale = 1.6 }
c.T{ id = "plant_fiber", name = "Plant Fiber", desc = "Tough plant fiber. Twist several into cordage.",
weight = 0.05, vol = 0.0002, form = "fiber", material = { fiber = 1.0 },
weight = 0.05, vol = 0.0002, material = { fiber = 1.0 },
affordance = { spinnable = true }, -- can be twisted; cord itself is NOT spinnable
atlas = "tc", uv = "sack1", scale = 0.6 }
-- Crafted
c.T{ id = "sharp_stone", name = "Sharp Stone", desc = "A knapped stone with a cutting edge.",
weight = 1, vol = 0.0004, form = "blade", material = { stone = 1.0 },
affordance = { cutting = true }, atlas = "tc", uv = "spade" }
weight = 1, vol = 0.0004, material = { stone = 1.0 },
affordance = { cutting = true }, -- "blade" role = affords cutting
atlas = "tc", uv = "spade" }
c.T{ id = "cordage", name = "Cordage", desc = "Twisted plant-fiber cord. A binding.",
weight = 0.1, vol = 0.0003, form = "cord", material = { fiber = 1.0 },
weight = 0.1, vol = 0.0003, material = { fiber = 1.0 },
affordance = { binding = true }, -- "cord" role = affords binding (NOT spinnable → no re-twist)
atlas = "tc", uv = "sack1" }
c.T{ id = "plank", name = "Plank", desc = "A sawn wooden plank.",
weight = 2, vol = 0.004, form = "plank", material = { wood = 1.0 },
weight = 2, vol = 0.004, material = { wood = 1.0 }, -- output only; light wood (not re-sawable)
atlas = "tc", uv = "bench1" }
c.T{ id = "stone_axe", name = "Stone Axe", desc = "A hafted stone axe. Chops wood.",
weight = 1.8, vol = 0.0012, form = "tool",
weight = 1.8, vol = 0.0012,
material = { stone = 0.6, wood = 0.3, fiber = 0.1 },
affordance = { chopping = true }, atlas = "tc", uv = "spade" }
c.T{ id = "stone_hammer", name = "Stone Hammer", desc = "A stone lashed to a haft. Pounds and knaps.",
weight = 1.5, vol = 0.001, form = "tool",
weight = 1.5, vol = 0.001,
material = { stone = 0.6, wood = 0.3, fiber = 0.1 },
affordance = { hammering = true }, atlas = "tc", uv = "spade" }
c.T{ id = "sharpened_stick", name = "Sharpened Stick", desc = "A stick whittled to a point. A crude spear.",
weight = 0.3, vol = 0.0005, form = "shaft", material = { wood = 1.0 },
weight = 0.3, vol = 0.0005, material = { wood = 1.0 },
affordance = { piercing = true }, atlas = "tc", uv = "log_pile1", scale = 0.9 }
-- ---- recipes (match by ROLE, not by item id) --------------------
-- knap: any hard stone LUMP + a HAMMERING tool -> a sharp blade.
-- ---- recipes (match by CAPABILITY, not by item id) --------------
-- knap: any KNAPPABLE stone + a HAMMERING tool -> a cutting edge.
-- (rock is knappable; sharp_stone is NOT → no self-recursion.)
c.R{ id = "knap_sharp_stone",
inputs = { { match = { form = "lump" }, count = 1 } },
inputs = { { match = { ["affordance.knappable"] = true }, count = 1 } },
tools = { { match = { ["affordance.hammering"] = true } } },
outputs = { { template = "sharp_stone", count = 1 } },
name = "Knap Sharp Stone",
description = "Strike a stone with a hammerstone to flake off a sharp edge." }
-- cordage: three FIBERS (any fiber source) -> cord.
-- cordage: three SPINNABLE fibers (any fiber source) -> cord.
-- (cordage is binding-but-not-spinnable → you can't re-twist cord.)
c.R{ id = "twist_cordage",
inputs = { { match = { form = "fiber" }, count = 3 } },
inputs = { { match = { ["affordance.spinnable"] = true }, count = 3 } },
outputs = { { template = "cordage", count = 1 } },
name = "Twist Cordage",
description = "Twist three plant fibers into a length of cordage." }
-- hammer: a LUMP head + a SHAFT haft + a CORD binding.
-- hammer: a heavy STONE head + a LEVERAGE haft + a BINDING.
-- head matched the primitive way (material+mass); haft/binding by affordance —
-- one recipe, both matching styles, one mechanism (ADR-0055).
c.R{ id = "craft_stone_hammer",
inputs = {
{ match = { form = "lump" }, count = 1 }, -- head
{ match = { form = "shaft" }, count = 1 }, -- haft (stick OR branch)
{ match = { form = "cord" }, count = 1 }, -- binding
{ match = { ["composition.stone"] = ">0.5", weight = ">1" }, count = 1 }, -- head (a stone chunk)
{ match = { ["affordance.leverage"] = true }, count = 1 }, -- haft (stick OR branch)
{ match = { ["affordance.binding"] = true }, count = 1 }, -- binding
},
outputs = { { template = "stone_hammer", count = 1 } },
name = "Haft Stone Hammer",
description = "Lash a stone to a haft for a pounding tool (enables knapping)." }
-- axe: a BLADE head + a SHAFT haft + a CORD binding.
-- axe: a CUTTING head + a LEVERAGE haft + a BINDING.
c.R{ id = "craft_stone_axe",
inputs = {
{ match = { form = "blade" }, count = 1 }, -- head (a sharp stone)
{ match = { form = "shaft" }, count = 1 }, -- haft
{ match = { form = "cord" }, count = 1 }, -- binding
{ match = { ["affordance.cutting"] = true }, count = 1 }, -- head (a sharp stone)
{ match = { ["affordance.leverage"] = true }, count = 1 }, -- haft
{ match = { ["affordance.binding"] = true }, count = 1 }, -- binding
},
outputs = { { template = "stone_axe", count = 1 } },
name = "Haft Stone Axe",
description = "Bind a sharp stone to a haft with cordage." }
-- break: a HEAVY shaft (branch, not a light stick) -> two sticks.
-- break: a HEAVY leverage-thing (branch, not a light stick) -> two sticks.
c.R{ id = "break_branch",
inputs = { { match = { form = "shaft", weight = ">1" }, count = 1 } },
inputs = { { match = { ["affordance.leverage"] = true, weight = ">1" }, count = 1 } },
outputs = { { template = "stick", count = 2 } },
name = "Break Branch",
description = "Snap a heavy branch over your knee into two sticks." }
-- sharpen: a LIGHT shaft (a stick) + a CUTTING tool -> a pointed stick.
-- sharpen: a LIGHT leverage-thing (a stick) + a CUTTING tool -> pointed stick.
c.R{ id = "sharpen_stick",
inputs = { { match = { form = "shaft", weight = "<1" }, count = 1 } },
inputs = { { match = { ["affordance.leverage"] = true, weight = "<1" }, count = 1 } },
tools = { { match = { ["affordance.cutting"] = true } } },
outputs = { { template = "sharpened_stick", count = 1 } },
name = "Sharpen Stick",
description = "Whittle a stick to a point with a cutting edge." }
-- chop: a TREE + a CHOPPING tool -> two logs (closes axe->log->plank).
-- chop: THE tree (genuine single item → template-id) + a CHOPPING tool -> logs.
-- (Multiple tree species would switch this to an affordance/material match.)
c.R{ id = "chop_tree",
inputs = { { match = { form = "tree" }, count = 1 } },
inputs = { { match = { template = "tree" }, count = 1 } },
tools = { { match = { ["affordance.chopping"] = true } } },
outputs = { { template = "log", count = 2 } },
name = "Chop Tree",
description = "Fell a tree with a chopping edge — yields two logs." }
-- saw: any heavy WOOD (matched by material+weight, not form) + a CUTTING
-- tool -> four planks. A light plank (weight 2) is correctly not re-sawable.
-- saw: any heavy WOOD (matched by material+mass) + a CUTTING tool -> planks.
-- A light plank (weight 2) is correctly not re-sawable.
c.R{ id = "saw_planks",
inputs = { { match = { ["composition.wood"] = ">0.5", weight = ">5" }, count = 1 } },
tools = { { match = { ["affordance.cutting"] = true } } },

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@@ -181,7 +181,9 @@ composition.define_template{
description = "A heavy stone. Could be useful for crafting.",
weight = 2.5, -- kg (real units)
volume = 0.001, -- L (real units)
form = "lump", -- role: a knappable/poundable stone
-- Affordance = what the item OFFERS (ADR-0055 amendment): a raw
-- stone chunk affords being knapped (flaked into an edge).
["affordance.knappable"] = true,
-- Material composition (composition-model.md §4 — 0-1 platonic;
-- 1.0 = pure stone). Phase E (property-driven recipes) reads this.
["composition.stone"] = 1.0,
@@ -205,7 +207,10 @@ composition.define_template{
description = "A wooden stick. Useful for crafting tool handles.",
weight = 0.3, -- kg
volume = 0.0005, -- L
form = "shaft", -- role: a light rigid shaft (handle)
-- Affordance (ADR-0055 amendment): a rigid shaft affords leverage —
-- i.e. it can serve as a haft/handle. weight (light) distinguishes
-- it from a heavy branch in weight-gated recipes.
["affordance.leverage"] = true,
["composition.wood"] = 1.0,
sprite_atlas = "",
sprite_uv = {x = 0, y = 0, w = 1, h = 1},
@@ -644,7 +649,11 @@ function M.init(ctx)
position = { x = 0, y = 0 },
}
if a.scale then props.sprite_scale = a.scale * (d.scale or 1) end
if d.form then props.form = d.form end -- role tag: shaft / cord / fiber / lump / blade / …
-- Two orthogonal axes (ADR-0055 + amendment): `material` = composition
-- fractions (what it's MADE OF), `affordance` = capabilities it OFFERS
-- (what it can DO / what role it fills). `form` was retired — its
-- functional members folded into affordance, its identity members
-- into template-id / material+weight.
for m, v in pairs(d.material or {}) do props["composition." .. m] = v end
for k, v in pairs(d.affordance or {}) do props["affordance." .. k] = v end
composition.define_template{ id = d.id, properties = props, tags = { "renderable", "item" } }

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@@ -1,6 +1,6 @@
{
"id": "vagrant-skeleton",
"version": "0.19.0",
"version": "0.20.0",
"kind": "module",
"api": "^0.1",
"ci_frames": 60,