# E3.M2 — RefinementAndRecipeExecution ## Summary | Field | Value | |--------|--------| | **Module ID** | E3.M2 | | **Epic** | [Epic 3 — Crafting Economy](../epics/epic_03_crafting_economy.md) | | **Stage target** | Prototype | | **Status** | Planned (see [dependency register](module_dependency_register.md)) | ## Purpose Implements the processing and crafting pipeline: raw-to-refined flows and recipe execution with server-authoritative inventory mutations. Bridges gathered materials ([E3.M1](E3_M1_ResourceNodeAndGatherLoop.md)) and item definitions ([E3.M3](E3_M3_ItemizationAndInventorySchema.md)) into usable outputs for combat, quests, and economy loops. ## Responsibilities - Validate `CraftRequest` against `RecipeDef`, costs, and player inventory state. - Produce `CraftResult` (success/failure, outputs, failures with reason codes). - Support prototype recipe set (e.g. 8–12 starter recipes per epic slice minimums). ## Key contracts | Contract | Role | |----------|------| | `RecipeDef` | Inputs, outputs, skill gates, station requirements (as scoped for prototype). | | `CraftRequest` | Actor, recipe, quantities, optional targeting for UI/server sync. | | `CraftResult` | Deterministic outcome for inventory and telemetry. | ## Module dependencies - **E3.M1** — [ResourceNodeAndGatherLoop](E3_M1_ResourceNodeAndGatherLoop.md): refined materials from gather outputs into crafting inputs. - **E3.M3** — [ItemizationAndInventorySchema](E3_M3_ItemizationAndInventorySchema.md): `ItemDef`, `ItemInstance`, inventory slots for costs and outputs. ## Dependents (by design) - **E7.M1** — [QuestStateMachine](E7_M1_QuestStateMachine.md): quest steps may require crafted items or craft completion. - **E6.M4** — [RewardParityEnforcer](E6_M4_RewardParityEnforcer.md): PvP ↔ PvE/crafting equivalents involving craft outputs. - **Epic 2 integration** — Callers award crafting XP via [E2.M2](E2_M2_XpAwardAndLevelEngine.md) at activity sites. ## Related implementation slices See Epic 3 **Slice 3 — Recipes and crafting pipeline**: gather → refine → item used in combat or quest; telemetry `item_crafted`, `craft_failed`, time-to-first-craft. ## Risks and telemetry - Duplication or negative stacks: server-authoritative craft and inventory; integrity signals via E9.M4 when live. - Quest/economy parity: lint reward bundles against E6.M4 and E3.M5 policies in later phases. ## Source anchors - Master plan: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, Epic 3. - [Module dependency register](module_dependency_register.md)