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:
23
README.md
23
README.md
@@ -8,18 +8,25 @@ callback, foot-body-orientation ("tactical twist"), scale-deformation walk
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cycle, and inheritance-decoupled foot sprites. End-to-end inventory pickup/drop
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demo: pick up a rock into a backpack container, drop it back into the world.
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**Version:** 0.19.0
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**Version:** 0.20.0
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**Module-ID:** vagrant-skeleton
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**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
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**Tags:** test-chamber, puppet, walking-sim, interaction
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> **v0.19.0:** **Role-based recipes.** Items carry a `form` role (shaft / cord /
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> fiber / lump / blade / …); Stone-Age recipes now match by ROLE + material +
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> weight + affordance, not by item id — so **any item that fills a role qualifies**
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> (a haft = `{form="shaft"}` → stick OR branch). Verified: stick and branch both
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> haft a hammer/axe; a log is rejected as a hammer head (not a lump); weight
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> discriminates (a light stick can't be "broken", a heavy branch can't be
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> "sharpened"). Template-id matching stays available (see rock_pick/rock_pile) —
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> **v0.20.0:** **`form` retired → `affordance` is the one capability axis**
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> (ADR-0055 amendment). The `form` role-tag mixed geometry, identity and
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> capability; it is gone. Its functional members folded into `affordance.*`
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> (`blade→cutting`, `shaft→leverage`, plus `knappable` / `spinnable` /
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> `binding`); identity members became template-id (`chop_tree` = `{template=
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> "tree"}`) or material+mass (`log`/hammer-head). The SAME affordance vocabulary
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> is now required by both consumed `inputs` and non-consumed `tools`. Role-
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> flexibility preserved: a haft = `{["affordance.leverage"]=true}` → stick OR
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> branch; weight still discriminates (light stick sharpens, heavy branch breaks).
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>
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> **v0.19.0:** **Role-based recipes** (superseded by v0.20.0's axis rename).
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> Introduced role-matching for Stone-Age recipes so any item filling a role
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> qualifies, not a specific item id — originally via a `form` tag, since folded
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> into `affordance`. Template-id matching stays available (rock_pick/rock_pile) —
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> one of several modes, not the default.
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>
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> **v0.18.0:** Stone-Age round-out (content pack) — `craft_stone_hammer`
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@@ -2,136 +2,155 @@
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-- content/stone_age.lua — T1-modder content pack: Stone-Age items + recipes.
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--
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-- PURE CONTENT via the authoring API `c` (see init.lua's content facade):
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-- c.T{ id, name, desc, weight, vol, form=, material={...}, affordance={...},
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-- c.T{ id, name, desc, weight, vol, material={...}, affordance={...},
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-- atlas="tc"|"stone", uv="<sprite-key>", scale? } -- define an item
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-- c.R{ ...crafting.define_recipe def... } -- define a recipe
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-- c.S{ template, x, y } -- place item in world
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--
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-- ROLE-BASED RECIPES (the intent): a recipe slot asks for the ROLE it needs,
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-- and ANY item that fills that role qualifies — not a specific item id. Roles
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-- are expressed as property-constraints (crafting v0.3 / ADR-0055):
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-- * `form` — physical role: shaft / cord / fiber / lump / blade / …
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-- ROLE-BASED RECIPES (the intent): a recipe slot asks for the CAPABILITY it
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-- needs, and ANY item that offers that capability qualifies — not a specific
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-- item id. Capabilities are expressed as property-constraints (crafting v0.3 /
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-- ADR-0055 + its 2026-07-31 amendment). Two orthogonal axes carry a recipe:
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-- * `affordance.*` — what an item OFFERS / can DO / what role it fills:
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-- cutting / hammering / chopping / leverage / binding /
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-- spinnable / knappable / piercing … (open vocabulary)
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-- * `composition.*`— material makeup (wood / stone / fiber …)
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-- * `weight` — size discriminator (light stick vs heavy branch)
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-- * `affordance.*` — functional capability of a TOOL (cutting/hammering/…)
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-- e.g. a "haft" = { form="shaft" } → any stick OR branch OR pole works.
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-- * `weight` — mass discriminator (light stick vs heavy branch)
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-- e.g. a "haft" = { ["affordance.leverage"]=true } → any stick OR branch OR
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-- pole works. The SAME affordance vocabulary is required by both consumed
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-- `inputs` and non-consumed `tools`; the inputs/tools split (not a separate
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-- axis) says whether the item is used up.
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--
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-- Template-id matching ({ template="rock" }) is ALSO valid — it is just the
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-- `form` was RETIRED (ADR-0055 amendment): a physical-shape axis mixed
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-- geometry, identity and capability. Its functional members became
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-- affordances; its identity members (a "tree") stay template-id.
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--
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-- Template-id matching ({ template="tree" }) is ALSO valid — it is just the
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-- trivial one-property constraint — and is used where a recipe genuinely wants
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-- one specific item (see rock_pick/rock_pile in init.lua). Role-based is the
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-- default here; template-id is one of the options, not the norm.
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-- one specific item (see rock_pick/rock_pile in init.lua, and chop_tree below).
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-- Role-based is the default; template-id is one of the options, not the norm.
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-- =====================================================================
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return function(c)
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-- ---- items (each tagged with its ROLE via `form`) ----------------
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-- NOTE: `rock` (form=lump) and `stick` (form=shaft) are BASE items defined
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-- in init.lua; this pack's role-based recipes match them by form.
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-- ---- items (each tagged with the CAPABILITIES it offers) ---------
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-- NOTE: `rock` (affordance.knappable) and `stick` (affordance.leverage,
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-- weight 0.3) are BASE items defined in init.lua; this pack's role-based
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-- recipes match them by affordance the same as pack items.
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-- World-gathered
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c.T{ id = "branch", name = "Branch", desc = "A heavy springy branch. Snap it into sticks.",
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weight = 1.5, vol = 0.006, form = "shaft", material = { wood = 1.0 },
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weight = 1.5, vol = 0.006, material = { wood = 1.0 },
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affordance = { leverage = true }, -- a haft candidate, but heavy
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atlas = "tc", uv = "log_pile1", scale = 0.85 }
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c.T{ id = "log", name = "Log", desc = "A heavy wooden log. Saw it into planks.",
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weight = 20, vol = 0.05, form = "log", material = { wood = 1.0 },
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weight = 20, vol = 0.05, material = { wood = 1.0 }, -- raw heavy wood; matched by material+weight
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atlas = "tc", uv = "log_pile1" }
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c.T{ id = "tree", name = "Tree", desc = "A standing tree. Chop it down for logs.",
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weight = 400, vol = 1.0, form = "tree", material = { wood = 1.0 },
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weight = 400, vol = 1.0, material = { wood = 1.0 }, -- one concrete item → matched by template-id
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atlas = "tc", uv = "log_pile1", scale = 1.6 }
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c.T{ id = "plant_fiber", name = "Plant Fiber", desc = "Tough plant fiber. Twist several into cordage.",
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weight = 0.05, vol = 0.0002, form = "fiber", material = { fiber = 1.0 },
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weight = 0.05, vol = 0.0002, material = { fiber = 1.0 },
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affordance = { spinnable = true }, -- can be twisted; cord itself is NOT spinnable
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atlas = "tc", uv = "sack1", scale = 0.6 }
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-- Crafted
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c.T{ id = "sharp_stone", name = "Sharp Stone", desc = "A knapped stone with a cutting edge.",
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weight = 1, vol = 0.0004, form = "blade", material = { stone = 1.0 },
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affordance = { cutting = true }, atlas = "tc", uv = "spade" }
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weight = 1, vol = 0.0004, material = { stone = 1.0 },
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affordance = { cutting = true }, -- "blade" role = affords cutting
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atlas = "tc", uv = "spade" }
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c.T{ id = "cordage", name = "Cordage", desc = "Twisted plant-fiber cord. A binding.",
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weight = 0.1, vol = 0.0003, form = "cord", material = { fiber = 1.0 },
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weight = 0.1, vol = 0.0003, material = { fiber = 1.0 },
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affordance = { binding = true }, -- "cord" role = affords binding (NOT spinnable → no re-twist)
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atlas = "tc", uv = "sack1" }
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c.T{ id = "plank", name = "Plank", desc = "A sawn wooden plank.",
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weight = 2, vol = 0.004, form = "plank", material = { wood = 1.0 },
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weight = 2, vol = 0.004, material = { wood = 1.0 }, -- output only; light wood (not re-sawable)
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atlas = "tc", uv = "bench1" }
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c.T{ id = "stone_axe", name = "Stone Axe", desc = "A hafted stone axe. Chops wood.",
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weight = 1.8, vol = 0.0012, form = "tool",
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weight = 1.8, vol = 0.0012,
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material = { stone = 0.6, wood = 0.3, fiber = 0.1 },
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affordance = { chopping = true }, atlas = "tc", uv = "spade" }
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c.T{ id = "stone_hammer", name = "Stone Hammer", desc = "A stone lashed to a haft. Pounds and knaps.",
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weight = 1.5, vol = 0.001, form = "tool",
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weight = 1.5, vol = 0.001,
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material = { stone = 0.6, wood = 0.3, fiber = 0.1 },
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affordance = { hammering = true }, atlas = "tc", uv = "spade" }
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c.T{ id = "sharpened_stick", name = "Sharpened Stick", desc = "A stick whittled to a point. A crude spear.",
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weight = 0.3, vol = 0.0005, form = "shaft", material = { wood = 1.0 },
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weight = 0.3, vol = 0.0005, material = { wood = 1.0 },
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affordance = { piercing = true }, atlas = "tc", uv = "log_pile1", scale = 0.9 }
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-- ---- recipes (match by ROLE, not by item id) --------------------
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-- knap: any hard stone LUMP + a HAMMERING tool -> a sharp blade.
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-- ---- recipes (match by CAPABILITY, not by item id) --------------
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-- knap: any KNAPPABLE stone + a HAMMERING tool -> a cutting edge.
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-- (rock is knappable; sharp_stone is NOT → no self-recursion.)
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c.R{ id = "knap_sharp_stone",
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inputs = { { match = { form = "lump" }, count = 1 } },
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inputs = { { match = { ["affordance.knappable"] = true }, count = 1 } },
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tools = { { match = { ["affordance.hammering"] = true } } },
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outputs = { { template = "sharp_stone", count = 1 } },
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name = "Knap Sharp Stone",
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description = "Strike a stone with a hammerstone to flake off a sharp edge." }
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-- cordage: three FIBERS (any fiber source) -> cord.
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-- cordage: three SPINNABLE fibers (any fiber source) -> cord.
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-- (cordage is binding-but-not-spinnable → you can't re-twist cord.)
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c.R{ id = "twist_cordage",
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inputs = { { match = { form = "fiber" }, count = 3 } },
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inputs = { { match = { ["affordance.spinnable"] = true }, count = 3 } },
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outputs = { { template = "cordage", count = 1 } },
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name = "Twist Cordage",
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description = "Twist three plant fibers into a length of cordage." }
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-- hammer: a LUMP head + a SHAFT haft + a CORD binding.
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-- hammer: a heavy STONE head + a LEVERAGE haft + a BINDING.
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-- head matched the primitive way (material+mass); haft/binding by affordance —
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-- one recipe, both matching styles, one mechanism (ADR-0055).
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c.R{ id = "craft_stone_hammer",
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inputs = {
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{ match = { form = "lump" }, count = 1 }, -- head
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{ match = { form = "shaft" }, count = 1 }, -- haft (stick OR branch)
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{ match = { form = "cord" }, count = 1 }, -- binding
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{ match = { ["composition.stone"] = ">0.5", weight = ">1" }, count = 1 }, -- head (a stone chunk)
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{ match = { ["affordance.leverage"] = true }, count = 1 }, -- haft (stick OR branch)
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{ match = { ["affordance.binding"] = true }, count = 1 }, -- binding
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},
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outputs = { { template = "stone_hammer", count = 1 } },
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name = "Haft Stone Hammer",
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description = "Lash a stone to a haft for a pounding tool (enables knapping)." }
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-- axe: a BLADE head + a SHAFT haft + a CORD binding.
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-- axe: a CUTTING head + a LEVERAGE haft + a BINDING.
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c.R{ id = "craft_stone_axe",
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inputs = {
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{ match = { form = "blade" }, count = 1 }, -- head (a sharp stone)
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{ match = { form = "shaft" }, count = 1 }, -- haft
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{ match = { form = "cord" }, count = 1 }, -- binding
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{ match = { ["affordance.cutting"] = true }, count = 1 }, -- head (a sharp stone)
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{ match = { ["affordance.leverage"] = true }, count = 1 }, -- haft
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{ match = { ["affordance.binding"] = true }, count = 1 }, -- binding
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},
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outputs = { { template = "stone_axe", count = 1 } },
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name = "Haft Stone Axe",
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description = "Bind a sharp stone to a haft with cordage." }
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-- break: a HEAVY shaft (branch, not a light stick) -> two sticks.
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-- break: a HEAVY leverage-thing (branch, not a light stick) -> two sticks.
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c.R{ id = "break_branch",
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inputs = { { match = { form = "shaft", weight = ">1" }, count = 1 } },
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inputs = { { match = { ["affordance.leverage"] = true, weight = ">1" }, count = 1 } },
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outputs = { { template = "stick", count = 2 } },
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name = "Break Branch",
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description = "Snap a heavy branch over your knee into two sticks." }
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-- sharpen: a LIGHT shaft (a stick) + a CUTTING tool -> a pointed stick.
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-- sharpen: a LIGHT leverage-thing (a stick) + a CUTTING tool -> pointed stick.
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c.R{ id = "sharpen_stick",
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inputs = { { match = { form = "shaft", weight = "<1" }, count = 1 } },
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inputs = { { match = { ["affordance.leverage"] = true, weight = "<1" }, count = 1 } },
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tools = { { match = { ["affordance.cutting"] = true } } },
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outputs = { { template = "sharpened_stick", count = 1 } },
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name = "Sharpen Stick",
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description = "Whittle a stick to a point with a cutting edge." }
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-- chop: a TREE + a CHOPPING tool -> two logs (closes axe->log->plank).
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-- chop: THE tree (genuine single item → template-id) + a CHOPPING tool -> logs.
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-- (Multiple tree species would switch this to an affordance/material match.)
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c.R{ id = "chop_tree",
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inputs = { { match = { form = "tree" }, count = 1 } },
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inputs = { { match = { template = "tree" }, count = 1 } },
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tools = { { match = { ["affordance.chopping"] = true } } },
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outputs = { { template = "log", count = 2 } },
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name = "Chop Tree",
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description = "Fell a tree with a chopping edge — yields two logs." }
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-- saw: any heavy WOOD (matched by material+weight, not form) + a CUTTING
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-- tool -> four planks. A light plank (weight 2) is correctly not re-sawable.
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-- saw: any heavy WOOD (matched by material+mass) + a CUTTING tool -> planks.
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-- A light plank (weight 2) is correctly not re-sawable.
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c.R{ id = "saw_planks",
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inputs = { { match = { ["composition.wood"] = ">0.5", weight = ">5" }, count = 1 } },
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tools = { { match = { ["affordance.cutting"] = true } } },
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15
init.lua
15
init.lua
@@ -181,7 +181,9 @@ composition.define_template{
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description = "A heavy stone. Could be useful for crafting.",
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weight = 2.5, -- kg (real units)
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volume = 0.001, -- L (real units)
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form = "lump", -- role: a knappable/poundable stone
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-- Affordance = what the item OFFERS (ADR-0055 amendment): a raw
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-- stone chunk affords being knapped (flaked into an edge).
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["affordance.knappable"] = true,
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-- Material composition (composition-model.md §4 — 0-1 platonic;
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-- 1.0 = pure stone). Phase E (property-driven recipes) reads this.
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["composition.stone"] = 1.0,
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@@ -205,7 +207,10 @@ composition.define_template{
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description = "A wooden stick. Useful for crafting tool handles.",
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weight = 0.3, -- kg
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volume = 0.0005, -- L
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form = "shaft", -- role: a light rigid shaft (handle)
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-- Affordance (ADR-0055 amendment): a rigid shaft affords leverage —
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-- i.e. it can serve as a haft/handle. weight (light) distinguishes
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-- it from a heavy branch in weight-gated recipes.
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["affordance.leverage"] = true,
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["composition.wood"] = 1.0,
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sprite_atlas = "",
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sprite_uv = {x = 0, y = 0, w = 1, h = 1},
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@@ -644,7 +649,11 @@ function M.init(ctx)
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position = { x = 0, y = 0 },
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}
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if a.scale then props.sprite_scale = a.scale * (d.scale or 1) end
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if d.form then props.form = d.form end -- role tag: shaft / cord / fiber / lump / blade / …
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-- Two orthogonal axes (ADR-0055 + amendment): `material` = composition
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-- fractions (what it's MADE OF), `affordance` = capabilities it OFFERS
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-- (what it can DO / what role it fills). `form` was retired — its
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-- functional members folded into affordance, its identity members
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-- into template-id / material+weight.
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for m, v in pairs(d.material or {}) do props["composition." .. m] = v end
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for k, v in pairs(d.affordance or {}) do props["affordance." .. k] = v end
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composition.define_template{ id = d.id, properties = props, tags = { "renderable", "item" } }
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@@ -1,6 +1,6 @@
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{
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"id": "vagrant-skeleton",
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"version": "0.19.0",
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"version": "0.20.0",
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"kind": "module",
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"api": "^0.1",
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"ci_frames": 60,
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