Implement 6 crafting skills with XP tracking #247

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opened 2026-03-16 01:41:46 +00:00 by freemo · 0 comments
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Metadata

Field Value
Parent Epic Epic: Crafting Quality & Skills (#213)
Legendary Crafting & Resource Economy (#200)
Type Feature
Priority Medium
MoSCoW Must Have
Points 5
Branch feature/m4-crafting-skills-xp-tracking
Commit Message Implement 6 crafting skills with XP tracking (#247)

Background and Context

The crafting system requires a set of discipline-specific skills that players level up through practice. Each crafting skill represents mastery in a particular domain and affects the quality formula, unlocks advanced recipes, and provides a sense of progression.

The six crafting skills are:

  1. Smithing — Forging weapons and armor from metals.
  2. Alchemy — Brewing potions, elixirs, and transmuting materials.
  3. Leatherworking — Crafting leather armor, bags, and accessories.
  4. Cooking — Preparing food items that grant buffs and restore health.
  5. Enchanting — Imbuing items with magical properties.
  6. Woodworking — Crafting bows, staves, shields, and furniture.

Each skill is a node in the Crafting discipline tree. Skill level directly affects the quality formula (base_quality * (1 + skill_level/100) * focus_bonus) and determines which recipes a player can attempt. XP is gained by successfully crafting items and through personal harvesting.

Expected Behavior

  1. Each player has a skill level (starting at 0) and XP total for each of the 6 crafting skills.
  2. XP is gained when:
    • Successfully crafting an item using that skill (XP scales with recipe difficulty).
    • Successfully harvesting a resource associated with that skill (from personal harvesting only).
  3. Skill levels are calculated from XP using a progressive formula (e.g., level = floor(sqrt(xp / 100))).
  4. Skill level feeds into the quality formula for crafting.
  5. Recipes with required_level higher than the player's current skill level cannot be attempted.
  6. Skill levels and XP are persisted across sessions.
  7. Players can view their crafting skills with a skills or craft skills command.

Acceptance Criteria

  • All 6 crafting skills (Smithing, Alchemy, Leatherworking, Cooking, Enchanting, Woodworking) are defined and tracked per player.
  • Each skill has an XP total and a level derived from XP.
  • XP is awarded on successful crafting, scaled by recipe difficulty.
  • XP is awarded on successful personal harvesting for the associated skill.
  • Skill level correctly gates recipe access based on required_level.
  • Skill level feeds into the quality formula: base_quality * (1 + skill_level/100) * focus_bonus.
  • Skill data is persisted across sessions.
  • A skills command displays all crafting skill names, levels, and XP progress.
  • The XP-to-level formula is progressive (higher levels require more XP).

Subtasks

  • Define the 6 crafting skills as part of the Crafting discipline tree.
  • Implement per-player skill XP tracking and storage.
  • Implement the XP-to-level formula (e.g., level = floor(sqrt(xp / 100))).
  • Implement XP gain on successful crafting scaled by recipe difficulty.
  • Implement XP gain on successful personal harvesting for associated skill.
  • Integrate skill level into the quality formula.
  • Integrate skill level into recipe access gating.
  • Implement the skills command to display crafting skill information.
  • Implement persistence for skill data across sessions.
  • Docs: Update YARD comments on affected classes and methods. Update relevant Docusaurus documentation pages if applicable.
  • Tests (Cucumber): Add tests/unit/crafting_skills_xp.feature covering XP gain on craft, XP gain on harvest, level calculation, recipe gating, skill display, persistence.
  • Tests (Cucumber Integration): Add integration feature in tests/integration/ for skill progression through crafting and harvesting.
  • Tests (Profiling): Run bundle exec rake unit_profile and verify no performance regressions.
  • Quality: Verify coverage >=97% via bundle exec rake unit. If coverage is <97% then review the current unit test coverage report at build/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 rerun bundle exec rake unit to 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%.
  • Quality: Run bundle exec rake (default task: unit tests with coverage) and bundle 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:

  • All subtasks above are completed and checked off.
  • A Git commit is created where the first line of the commit message matches the Commit Message in Metadata exactly, followed by a blank line, then additional lines providing relevant details about the implementation.
  • The commit is pushed to the remote on the branch matching the Branch in Metadata exactly.
  • The commit is submitted as a pull request to master, reviewed, and merged before this issue is marked done.
## Metadata | Field | Value | |---|---| | **Parent Epic** | Epic: Crafting Quality & Skills (#213) | | **Legendary** | Crafting & Resource Economy (#200) | | **Type** | Feature | | **Priority** | Medium | | **MoSCoW** | Must Have | | **Points** | 5 | | **Branch** | `feature/m4-crafting-skills-xp-tracking` | | **Commit Message** | `Implement 6 crafting skills with XP tracking (#247)` | ## Background and Context The crafting system requires a set of discipline-specific skills that players level up through practice. Each crafting skill represents mastery in a particular domain and affects the quality formula, unlocks advanced recipes, and provides a sense of progression. The six crafting skills are: 1. **Smithing** — Forging weapons and armor from metals. 2. **Alchemy** — Brewing potions, elixirs, and transmuting materials. 3. **Leatherworking** — Crafting leather armor, bags, and accessories. 4. **Cooking** — Preparing food items that grant buffs and restore health. 5. **Enchanting** — Imbuing items with magical properties. 6. **Woodworking** — Crafting bows, staves, shields, and furniture. Each skill is a node in the Crafting discipline tree. Skill level directly affects the quality formula (`base_quality * (1 + skill_level/100) * focus_bonus`) and determines which recipes a player can attempt. XP is gained by successfully crafting items and through personal harvesting. ## Expected Behavior 1. Each player has a skill level (starting at 0) and XP total for each of the 6 crafting skills. 2. XP is gained when: - Successfully crafting an item using that skill (XP scales with recipe difficulty). - Successfully harvesting a resource associated with that skill (from personal harvesting only). 3. Skill levels are calculated from XP using a progressive formula (e.g., `level = floor(sqrt(xp / 100))`). 4. Skill level feeds into the quality formula for crafting. 5. Recipes with `required_level` higher than the player's current skill level cannot be attempted. 6. Skill levels and XP are persisted across sessions. 7. Players can view their crafting skills with a `skills` or `craft skills` command. ## Acceptance Criteria - [ ] All 6 crafting skills (Smithing, Alchemy, Leatherworking, Cooking, Enchanting, Woodworking) are defined and tracked per player. - [ ] Each skill has an XP total and a level derived from XP. - [ ] XP is awarded on successful crafting, scaled by recipe difficulty. - [ ] XP is awarded on successful personal harvesting for the associated skill. - [ ] Skill level correctly gates recipe access based on `required_level`. - [ ] Skill level feeds into the quality formula: `base_quality * (1 + skill_level/100) * focus_bonus`. - [ ] Skill data is persisted across sessions. - [ ] A `skills` command displays all crafting skill names, levels, and XP progress. - [ ] The XP-to-level formula is progressive (higher levels require more XP). ## Subtasks - [ ] Define the 6 crafting skills as part of the Crafting discipline tree. - [ ] Implement per-player skill XP tracking and storage. - [ ] Implement the XP-to-level formula (e.g., `level = floor(sqrt(xp / 100))`). - [ ] Implement XP gain on successful crafting scaled by recipe difficulty. - [ ] Implement XP gain on successful personal harvesting for associated skill. - [ ] Integrate skill level into the quality formula. - [ ] Integrate skill level into recipe access gating. - [ ] Implement the `skills` command to display crafting skill information. - [ ] Implement persistence for skill data across sessions. - [ ] Docs: Update YARD comments on affected classes and methods. Update relevant Docusaurus documentation pages if applicable. - [ ] Tests (Cucumber): Add `tests/unit/crafting_skills_xp.feature` covering XP gain on craft, XP gain on harvest, level calculation, recipe gating, skill display, persistence. - [ ] Tests (Cucumber Integration): Add integration feature in `tests/integration/` for skill progression through crafting and harvesting. - [ ] Tests (Profiling): Run `bundle exec rake unit_profile` and verify no performance regressions. - [ ] Quality: Verify coverage >=97% via `bundle exec rake unit`. If coverage is <97% then review the current unit test coverage report at `build/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 rerun `bundle exec rake unit` to 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%. - [ ] Quality: Run `bundle exec rake` (default task: unit tests with coverage) and `bundle 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: - All subtasks above are completed and checked off. - A Git commit is created where the **first line** of the commit message matches the Commit Message in Metadata exactly, followed by a blank line, then additional lines providing relevant details about the implementation. - The commit is pushed to the remote on the branch matching the **Branch** in Metadata exactly. - The commit is submitted as a **pull request** to `master`, reviewed, and **merged** before this issue is marked done.
freemo added this to the v1.3.0 milestone 2026-03-16 01:41:46 +00:00
freemo self-assigned this 2026-03-16 01:41:47 +00:00
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Reference: aethyr/Aethyr#247
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