Implement personal harvesting mechanics #240
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#209 Epic: Harvesting System
aethyr/Aethyr
Reference: aethyr/Aethyr#240
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feature/m4-personal-harvesting-mechanicsImplement personal harvesting mechanics (#240)Background and Context
With the
HarvestNodedata model in place, players need the ability to interact with harvest nodes directly. Personal harvesting is the primary way players gather resources — it involves a skill check against the node's difficulty, a quality formula that rewards higher skill levels, XP gain for the relevant harvesting skill, depletion tracking on the node, and a cooldown between harvests.The quality formula is:
base_quality * (1 + skill_level/100) * focus_bonus, where:base_qualityis a random value within the node'squality_range.skill_levelis the player's level in the relevant harvesting skill.focus_bonusis a multiplier (default 1.0) that can be increased by concentration abilities or items.This mechanic should feel rewarding — higher-skilled players produce noticeably better resources, incentivizing skill investment.
Expected Behavior
When a player issues a
harvestcommand targeting aHarvestNode:difficultyandskill_required. If the player's skill is too low, the harvest fails with an informative message.base_quality * (1 + skill_level/100) * focus_bonus. The result is clamped to 1-100.yieldsarray based on drop chance.current_depletionis incremented. If the node becomes fully depleted, the respawn timer is set.Acceptance Criteria
harvestcommand is available to players when they are in a room containing aHarvestNode.base_quality * (1 + skill_level/100) * focus_bonusis correctly implemented and the result is clamped to 1-100.Subtasks
harvestcommand handler that targetsHarvestNodeobjects.base_quality * (1 + skill_level/100) * focus_bonuswith clamping.yieldsarray based on drop chance.HarvestNode#harvest!.tests/unit/personal_harvesting.featurecovering skill check pass/fail, quality formula calculation, XP gain, depletion tracking, cooldown enforcement.tests/integration/for end-to-end harvesting flow.bundle exec rake unit_profileand verify no performance regressions.bundle exec rake unit. If coverage is <97% then review the current unit test coverage report atbuild/tests/unit/coverage/and use it to write new Cucumber based unit tests to improve code coverage. Specifically, write Cucumber/Gherkin style unit tests that are descriptively named and specifically improve coverage on whichever file has the most uncovered lines by writing tests that will target the uncovered lines in the report. Once that is done rerunbundle exec rake unitto verify all tests pass and coverage is above >=97%. Only mark this as complete once coverage is >=97%, if not repeat this task as many times as is needed until coverage reaches >=97%.bundle exec rake(default task: unit tests with coverage) andbundle exec rake integration, fix any errors if needed ensuring both pass across entire code base, do not ignore any failure even if it seems unrelated to this commit, fix it.Definition of Done
This issue is complete when:
master, reviewed, and merged before this issue is marked done.