558 lines
16 KiB
Markdown

# Recipe System
Complete tradeskill recipe management system for EverQuest II, converted from C++ EQ2EMu codebase. Handles recipe definitions, player recipe knowledge, crafting components, and database persistence with modern Go concurrency patterns.
## Overview
The recipe system manages all aspects of tradeskill crafting in EQ2:
- **Recipe Management**: Master recipe lists with complex component relationships
- **Player Recipe Knowledge**: Individual player recipe collections and progress tracking
- **Recipe Books**: Tradeskill recipe book items and learning mechanics
- **Database Integration**: Complete SQLite persistence with efficient loading
- **Component System**: Multi-slot component requirements (primary, fuel, build slots)
- **Crafting Stages**: 5-stage crafting progression with products and byproducts
- **Tradeskill Classes**: Class-based recipe access control and validation
- **Integration Interfaces**: Seamless integration with player, item, client, and event systems
## Core Components
### Recipe Data Structure
```go
type Recipe struct {
// Core recipe identification
ID int32 // Unique recipe ID
SoeID int32 // SOE recipe CRC ID
Name string // Recipe display name
Description string // Recipe description
// Requirements and properties
Level int8 // Required level
Tier int8 // Recipe tier (1-10)
Skill int32 // Required tradeskill ID
Technique int32 // Technique requirement
Knowledge int32 // Knowledge requirement
Classes int32 // Tradeskill class bitmask
// Product information
ProductItemID int32 // Resulting item ID
ProductName string // Product display name
ProductQty int8 // Quantity produced
// Component titles and quantities (6 slots)
PrimaryBuildCompTitle string // Primary component name
Build1CompTitle string // Build slot 1 name
Build2CompTitle string // Build slot 2 name
Build3CompTitle string // Build slot 3 name
Build4CompTitle string // Build slot 4 name
FuelCompTitle string // Fuel component name
// Components map: slot -> list of valid item IDs
// Slots: 0=primary, 1-4=build slots, 5=fuel
Components map[int8][]int32
// Products map: stage -> products/byproducts (5 stages)
Products map[int8]*RecipeProducts
// Player progression
HighestStage int8 // Highest completed stage for player recipes
}
```
### Component Slots
The recipe system uses 6 component slots:
- **Slot 0 (Primary)**: Primary crafting material
- **Slot 1-4 (Build)**: Secondary build components
- **Slot 5 (Fuel)**: Fuel component for crafting device
Each slot can contain multiple valid item IDs, providing flexibility in component selection.
### Crafting Stages
Recipes support 5 crafting stages (0-4), each with potential products and byproducts:
```go
type RecipeProducts struct {
ProductID int32 // Main product item ID
ProductQty int8 // Product quantity
ByproductID int32 // Byproduct item ID
ByproductQty int8 // Byproduct quantity
}
```
### Master Recipe Lists
```go
type MasterRecipeList struct {
recipes map[int32]*Recipe // Recipe ID -> Recipe
mutex sync.RWMutex // Thread-safe access
}
type MasterRecipeBookList struct {
recipeBooks map[int32]*Recipe // Book ID -> Recipe
mutex sync.RWMutex // Thread-safe access
}
```
### Player Recipe Collections
```go
type PlayerRecipeList struct {
recipes map[int32]*Recipe // Player's known recipes
mutex sync.RWMutex // Thread-safe access
}
type PlayerRecipeBookList struct {
recipeBooks map[int32]*Recipe // Player's recipe books
mutex sync.RWMutex // Thread-safe access
}
```
## Database Integration
### RecipeManager
High-level recipe system management with complete database integration:
```go
type RecipeManager struct {
db *database.DB
masterRecipeList *MasterRecipeList
masterRecipeBookList *MasterRecipeBookList
loadedRecipes map[int32]*Recipe
loadedRecipeBooks map[int32]*Recipe
statisticsEnabled bool
stats RecipeManagerStats
}
```
### Key Operations
#### Loading Recipes
```go
// Load all recipes from database with complex component relationships
manager.LoadRecipes()
// Load all recipe books
manager.LoadRecipeBooks()
// Load player-specific recipes
manager.LoadPlayerRecipes(playerRecipeList, characterID)
// Load player recipe books
manager.LoadPlayerRecipeBooks(playerRecipeBookList, characterID)
```
#### Saving Recipe Progress
```go
// Save new recipe for player
manager.SavePlayerRecipe(characterID, recipeID)
// Save recipe book for player
manager.SavePlayerRecipeBook(characterID, recipebookID)
// Update recipe progress
manager.UpdatePlayerRecipe(characterID, recipeID, highestStage)
```
### Database Schema
The system integrates with these key database tables:
- `recipe`: Master recipe definitions
- `recipe_comp_list`: Component list definitions
- `recipe_comp_list_item`: Individual component items
- `recipe_secondary_comp`: Secondary component mappings
- `character_recipes`: Player recipe knowledge
- `character_recipe_books`: Player recipe book ownership
- `items`: Item definitions and recipe books
## Integration Interfaces
### RecipeSystemAdapter
Primary integration interface for external systems:
```go
type RecipeSystemAdapter interface {
// Player Integration
GetPlayerRecipeList(characterID int32) *PlayerRecipeList
LoadPlayerRecipes(characterID int32) error
// Recipe Management
GetRecipe(recipeID int32) *Recipe
ValidateRecipe(recipe *Recipe) bool
// Progress Tracking
UpdateRecipeProgress(characterID int32, recipeID int32, stage int8) error
GetRecipeProgress(characterID int32, recipeID int32) int8
}
```
### Database Adapter
Abstracts database operations for testing and multiple database support:
```go
type DatabaseRecipeAdapter interface {
LoadAllRecipes() ([]*Recipe, error)
LoadPlayerRecipes(characterID int32) ([]*Recipe, error)
SavePlayerRecipe(characterID int32, recipeID int32) error
UpdatePlayerRecipe(characterID int32, recipeID int32, highestStage int8) error
}
```
### Player Integration
```go
type PlayerRecipeAdapter interface {
CanPlayerLearnRecipe(characterID int32, recipeID int32) bool
GetPlayerTradeskillLevel(characterID int32, skillID int32) int32
AwardTradeskillExperience(characterID int32, skillID int32, experience int32) error
}
```
### Item Integration
```go
type ItemRecipeAdapter interface {
ValidateRecipeComponents(recipeID int32) bool
PlayerHasComponents(characterID int32, recipeID int32) bool
ConsumeRecipeComponents(characterID int32, recipeID int32) error
AwardRecipeProduct(characterID int32, itemID int32, quantity int8) error
}
```
### Client Integration
```go
type ClientRecipeAdapter interface {
SendRecipeList(characterID int32) error
SendRecipeLearned(characterID int32, recipeID int32) error
SendTradeskillWindow(characterID int32, deviceID int32) error
SendCraftingResults(characterID int32, success bool, itemID int32, quantity int8) error
}
```
### Event Integration
```go
type EventRecipeAdapter interface {
OnRecipeLearned(characterID int32, recipeID int32) error
OnRecipeCrafted(characterID int32, recipeID int32, success bool) error
CheckCraftingAchievements(characterID int32, recipeID int32) error
}
```
## Usage Examples
### Basic Recipe Management
```go
// Create recipe manager
db, _ := database.Open("world.db")
manager := NewRecipeManager(db)
// Load all recipes and recipe books
manager.LoadRecipes()
manager.LoadRecipeBooks()
// Get a specific recipe
recipe := manager.GetRecipe(12345)
if recipe != nil {
fmt.Printf("Recipe: %s (Level %d, Tier %d)\n",
recipe.Name, recipe.Level, recipe.Tier)
}
// Check recipe validation
if recipe.IsValid() {
fmt.Println("Recipe is valid")
}
```
### Player Recipe Operations
```go
// Load player recipes
playerRecipes := NewPlayerRecipeList()
manager.LoadPlayerRecipes(playerRecipes, characterID)
// Check if player knows a recipe
if playerRecipes.HasRecipe(recipeID) {
fmt.Println("Player knows this recipe")
}
// Learn a new recipe
recipe := manager.GetRecipe(recipeID)
if recipe != nil {
playerCopy := NewRecipeFromRecipe(recipe)
playerRecipes.AddRecipe(playerCopy)
manager.SavePlayerRecipe(characterID, recipeID)
}
```
### Recipe Component Analysis
```go
// Get components for each slot
for slot := int8(0); slot < 6; slot++ {
components := recipe.GetComponentsBySlot(slot)
title := recipe.GetComponentTitleForSlot(slot)
quantity := recipe.GetComponentQuantityForSlot(slot)
fmt.Printf("Slot %d (%s): %d needed\n", slot, title, quantity)
for _, itemID := range components {
fmt.Printf(" - Item ID: %d\n", itemID)
}
}
```
### Crafting Stage Processing
```go
// Process each crafting stage
for stage := int8(0); stage < 5; stage++ {
products := recipe.GetProductsForStage(stage)
if products != nil {
fmt.Printf("Stage %d produces:\n", stage)
fmt.Printf(" Product: %d (qty: %d)\n",
products.ProductID, products.ProductQty)
if products.ByproductID > 0 {
fmt.Printf(" Byproduct: %d (qty: %d)\n",
products.ByproductID, products.ByproductQty)
}
}
}
```
### Integration with Full System
```go
// Create system dependencies
deps := &RecipeSystemDependencies{
Database: &DatabaseRecipeAdapterImpl{},
Player: &PlayerRecipeAdapterImpl{},
Item: &ItemRecipeAdapterImpl{},
Client: &ClientRecipeAdapterImpl{},
Event: &EventRecipeAdapterImpl{},
Crafting: &CraftingRecipeAdapterImpl{},
}
// Create integrated recipe system
adapter := NewRecipeManagerAdapter(db, deps)
adapter.Initialize()
// Handle recipe learning workflow
err := adapter.PlayerLearnRecipe(characterID, recipeID)
if err != nil {
fmt.Printf("Failed to learn recipe: %v\n", err)
}
// Handle recipe book acquisition workflow
err = adapter.PlayerObtainRecipeBook(characterID, bookID)
if err != nil {
fmt.Printf("Failed to obtain recipe book: %v\n", err)
}
```
## Tradeskill Classes
The system supports all EQ2 tradeskill classes with bitmask-based access control:
### Base Classes
- **Provisioner** (food and drink)
- **Woodworker** (wooden items, bows, arrows)
- **Carpenter** (furniture and housing items)
- **Outfitter** (light and medium armor)
- **Armorer** (heavy armor and shields)
- **Weaponsmith** (metal weapons)
- **Tailor** (cloth armor and bags)
- **Scholar** (spells and combat arts)
- **Jeweler** (jewelry)
- **Sage** (advanced spells)
- **Alchemist** (potions and poisons)
- **Craftsman** (general crafting)
- **Tinkerer** (tinkered items)
### Class Validation
```go
// Check if a tradeskill class can use a recipe
canUse := recipe.CanUseRecipeByClass(classID)
// Special handling for "any class" recipes (adornments + artisan)
if recipe.Classes < 4 {
// Any class can use this recipe
}
```
## Crafting Devices
Recipes require specific crafting devices:
- **Stove & Keg**: Provisioning recipes
- **Forge**: Weaponsmithing and armoring
- **Sewing Table & Mannequin**: Tailoring and outfitting
- **Woodworking Table**: Woodworking and carpentry
- **Chemistry Table**: Alchemy
- **Jeweler's Table**: Jewelcrafting
- **Loom & Spinning Wheel**: Advanced tailoring
- **Engraved Desk**: Scribing and sage recipes
- **Work Bench**: Tinkering
## Statistics and Monitoring
### RecipeManagerStats
```go
type RecipeManagerStats struct {
TotalRecipesLoaded int32
TotalRecipeBooksLoaded int32
PlayersWithRecipes int32
LoadOperations int32
SaveOperations int32
}
// Get current statistics
stats := manager.GetStatistics()
fmt.Printf("Loaded %d recipes, %d recipe books\n",
stats.TotalRecipesLoaded, stats.TotalRecipeBooksLoaded)
```
### Validation
```go
// Comprehensive system validation
issues := manager.Validate()
for _, issue := range issues {
fmt.Printf("Validation issue: %s\n", issue)
}
// Recipe-specific validation
if !recipe.IsValid() {
fmt.Println("Recipe has invalid data")
}
```
## Thread Safety
All recipe system components are fully thread-safe:
- **RWMutex Protection**: All maps and collections use read-write mutexes
- **Atomic Operations**: Statistics counters use atomic operations where appropriate
- **Safe Copying**: Recipe copying creates deep copies of all nested data
- **Concurrent Access**: Multiple goroutines can safely read recipe data simultaneously
- **Write Synchronization**: All write operations are properly synchronized
## Performance Considerations
### Efficient Loading
- **Batch Loading**: All recipes loaded in single database query with complex joins
- **Component Resolution**: Components loaded separately and linked to recipes
- **Memory Management**: Recipes cached in memory for fast access
- **Statistics Tracking**: Optional statistics collection for performance monitoring
### Memory Usage
- **Component Maps**: Pre-allocated component arrays for each recipe
- **Product Arrays**: Fixed-size arrays for 5 crafting stages
- **Player Copies**: Player recipe instances are copies, not references
- **Cleanup**: Proper cleanup of database connections and prepared statements
## Error Handling
### Comprehensive Error Types
```go
var (
ErrRecipeNotFound = errors.New("recipe not found")
ErrRecipeBookNotFound = errors.New("recipe book not found")
ErrInvalidRecipeID = errors.New("invalid recipe ID")
ErrDuplicateRecipe = errors.New("duplicate recipe ID")
ErrMissingComponents = errors.New("missing required components")
ErrInsufficientSkill = errors.New("insufficient skill level")
ErrWrongTradeskillClass = errors.New("wrong tradeskill class")
ErrCannotLearnRecipe = errors.New("cannot learn recipe")
ErrCannotUseRecipeBook = errors.New("cannot use recipe book")
)
```
### Error Propagation
All database operations return detailed errors that can be handled appropriately by calling systems.
## Database Schema Compatibility
### C++ EQ2EMu Compatibility
The Go implementation maintains full compatibility with the existing C++ EQ2EMu database schema:
- **Recipe Table**: Direct mapping of all C++ Recipe fields
- **Component System**: Preserves complex component relationships
- **Player Data**: Compatible with existing character recipe storage
- **Query Optimization**: Uses same optimized queries as C++ version
### Migration Support
The system can seamlessly work with existing EQ2EMu databases without requiring schema changes or data migration.
## Future Enhancements
Areas marked for future implementation:
- **Lua Integration**: Recipe validation and custom logic via Lua scripts
- **Advanced Crafting**: Rare material handling and advanced crafting mechanics
- **Recipe Discovery**: Dynamic recipe discovery and experimentation
- **Guild Recipes**: Guild-specific recipe sharing and management
- **Seasonal Recipes**: Time-based recipe availability
- **Recipe Sets**: Collection-based achievements and bonuses
## Testing
### Unit Tests
```go
func TestRecipeValidation(t *testing.T) {
recipe := NewRecipe()
recipe.ID = 12345
recipe.Name = "Test Recipe"
recipe.Level = 50
recipe.Tier = 5
assert.True(t, recipe.IsValid())
}
func TestPlayerRecipeOperations(t *testing.T) {
playerRecipes := NewPlayerRecipeList()
recipe := NewRecipe()
recipe.ID = 12345
assert.True(t, playerRecipes.AddRecipe(recipe))
assert.True(t, playerRecipes.HasRecipe(12345))
assert.Equal(t, 1, playerRecipes.Size())
}
```
### Integration Tests
```go
func TestDatabaseIntegration(t *testing.T) {
db := setupTestDatabase()
manager := NewRecipeManager(db)
err := manager.LoadRecipes()
assert.NoError(t, err)
recipes, books := manager.Size()
assert.Greater(t, recipes, int32(0))
}
```
This recipe system provides a complete, thread-safe, and efficient implementation of EverQuest II tradeskill recipes with modern Go patterns while maintaining compatibility with the existing C++ EQ2EMu architecture.