class_name Recipe extends RefCounted
## A recipe describes one production step: what raw material goes in, what
## product comes out, how long it takes, and what skill is required.
##
## Phase 6 ships single-ingredient / single-output recipes. Multi-input is
## a Phase 7+ expansion — the dict seam in to_dict/from_dict already uses
## the same key names as the full architecture.md spec so no migration is needed.
##
## Save/load contract:
##   var r2 := Recipe.from_dict(r.to_dict())
##   assert(r2.id == r.id and r2.work_ticks == r.work_ticks)

const SKILL_CRAFTING: StringName = &"crafting"
const SKILL_COOKING:  StringName = &"cooking"

## Unique identifier — e.g. &"plank", &"stone_block", &"basic_meal".
var id: StringName = &""

## Item type consumed by this recipe (single-ingredient for Phase 6).
var ingredient_type: StringName = &""

## Phase 14 — optional secondary ingredient. Empty string = no secondary.
## CraftingProvider Phase 14 follow-up: enforce pickup of ingredient2 before
## assigning a pawn to this bill (currently stub — only ingredient_type enforced).
var ingredient2_type: StringName = &""
var ingredient2_count: int = 0

## Item type produced by this recipe.
var output_type: StringName = &""

## Sim ticks needed at 1× skill (no pawn modifier applied here).
var work_ticks: int = 100

## Which skill governs this recipe's quality roll and speed.
var required_skill: StringName = SKILL_CRAFTING

## Pawn's skill level must be >= this to be assigned this bill.
## Per design.md: skills modify duration and quality, never permission — so
## this threshold defaults to 0 (no gate); bill UI lets the player raise it.
var skill_threshold: int = 0

## Human-readable label for Audit logs and (later) bill UI. Not i18n'd here;
## call Strings.t("item." + id) for player-visible text.
var label: String = ""


# ── save / load ───────────────────────────────────────────────────────────────

## Player-visible display name for this recipe.  Used by the workbench bill
## editor's recipe-picker and the bill list.  Falls back to `id` if `label`
## is empty (shouldn't happen for catalog recipes, but defensive).
func display_name() -> String:
	if label.is_empty():
		return str(id)
	return label


func to_dict() -> Dictionary:
	return {
		"id": String(id),
		"ingredient_type": String(ingredient_type),
		"ingredient2_type": String(ingredient2_type),
		"ingredient2_count": ingredient2_count,
		"output_type": String(output_type),
		"work_ticks": work_ticks,
		"required_skill": String(required_skill),
		"skill_threshold": skill_threshold,
		"label": label,
	}


static func from_dict(d: Dictionary) -> Recipe:
	var r := Recipe.new()
	r.id = StringName(d.get("id", ""))
	r.ingredient_type = StringName(d.get("ingredient_type", ""))
	r.ingredient2_type = StringName(d.get("ingredient2_type", ""))
	r.ingredient2_count = int(d.get("ingredient2_count", 0))
	r.output_type = StringName(d.get("output_type", ""))
	r.work_ticks = int(d.get("work_ticks", 100))
	r.required_skill = StringName(d.get("required_skill", str(SKILL_CRAFTING)))
	r.skill_threshold = int(d.get("skill_threshold", 0))
	r.label = str(d.get("label", ""))
	return r
