Update docs: add reading guide to index, refresh stale references

This commit is contained in:
Jared Miller 2026-02-11 12:19:34 -05:00
parent 400ebe4275
commit 0443a75cd9
Signed by: shmup
GPG key ID: 22B5C6D66A38B06C
3 changed files with 36 additions and 9 deletions

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@ -193,7 +193,9 @@ a definition came from.
the entity model the entity model
================ ================
current: Player is a dataclass. no mobs, no items, no NPCs yet. current: Entity base class with Player and Mob subclasses. see
object-model.rst for the concrete class hierarchy (Object → Zone, Entity,
Thing) and the location-based containment system.
the ecosystem shows two paths: the ecosystem shows two paths:
- deep inheritance (evennia: Object > Character > NPC, most traditional MUDs) - deep inheritance (evennia: Object > Character > NPC, most traditional MUDs)
@ -375,3 +377,4 @@ this document docs/how/architecture-plan.txt
dreambook DREAMBOOK.md dreambook DREAMBOOK.md
ecosystem research docs/how/mud-ecosystem.txt ecosystem research docs/how/mud-ecosystem.txt
landscape research docs/how/mudlib-landscape.txt landscape research docs/how/mudlib-landscape.txt
object model docs/how/object-model.rst

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@ -7,7 +7,7 @@ WHAT'S PERSISTED
Player accounts: Player accounts:
- Username (case-insensitive) - Username (case-insensitive)
- Password (hashed with PBKDF2-HMAC-SHA256 and random salt) - Password (hashed with PBKDF2-HMAC-SHA256 and random salt)
- Position (x, y coordinates) - Position (zone, x, y — see object-model.rst for location system)
- Combat stats (pl, stamina, max_stamina) - Combat stats (pl, stamina, max_stamina)
- Flying status - Flying status
- Created timestamp - Created timestamp
@ -53,6 +53,21 @@ WHEN SAVES HAPPEN
The periodic auto-save runs in the game loop alongside combat and effects The periodic auto-save runs in the game loop alongside combat and effects
processing. It only triggers if at least one player is connected. processing. It only triggers if at least one player is connected.
WHAT'S NOT YET PERSISTED
The object model (object-model.rst) introduces containment, inventory, and
zones. Persistence for these is an open question:
- Player inventory (Things with location=player)
- Item instances on the ground (Things with location=zone)
- Container state (open/closed/locked, contents)
- Zone edits from paint mode (tile changes)
- Mob respawn state
These will be addressed as each system gets implemented. Player inventory
will likely go in SQLite alongside account data. Zone edits will persist to
TOML files. Mob instances probably don't persist (respawn from templates).
IMPLEMENTATION NOTES IMPLEMENTATION NOTES
Password hashing: Password hashing:

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@ -1,7 +1,9 @@
project documentation project documentation
===================== =====================
all project docs, grouped by topic. reading guide: start with DREAMBOOK.md for vision, then architecture-plan.txt
for the big picture, then object-model.rst for the core data model. everything
else builds on those three.
vision vision
------ ------
@ -13,13 +15,17 @@ vision
engine engine
------ ------
- ``docs/how/architecture-plan.txt`` — engine/content boundary, mode stack, entity model, game loop read architecture-plan first (big picture), then object-model (core hierarchy).
zones/things build on object-model. commands/terrain/persistence/prompt are
mostly standalone subsystems.
- ``docs/how/architecture-plan.txt`` — engine/content boundary, mode stack, entity model, game loop (start here)
- ``docs/how/object-model.rst`` — object hierarchy, containment, verbs, location system (core data model)
- ``docs/how/zones-and-building.rst`` — zones as spatial unit, procedural overworld, player homes (builds on object-model)
- ``docs/how/things-and-building.rst`` — interactive objects, python class decorators (builds on object-model)
- ``docs/how/commands.txt`` — command registration, async handlers, aliases, mode filtering - ``docs/how/commands.txt`` — command registration, async handlers, aliases, mode filtering
- ``docs/how/persistence.txt`` — SQLite storage, what's persisted vs runtime
- ``docs/how/terrain-generation.txt`` — perlin noise, elevation thresholds, river tracing - ``docs/how/terrain-generation.txt`` — perlin noise, elevation thresholds, river tracing
- ``docs/how/things-and-building.rst`` — interactive objects, python class decorators - ``docs/how/persistence.txt`` — SQLite storage, what's persisted vs runtime
- ``docs/how/zones-and-building.rst`` — zones as spatial unit, procedural overworld, player homes
- ``docs/how/object-model.rst`` — object hierarchy, containment, verbs, location system
- ``docs/how/prompt-system.txt`` — modal prompts, color markup, per-player customization - ``docs/how/prompt-system.txt`` — modal prompts, color markup, per-player customization
combat combat
@ -30,7 +36,10 @@ combat
interactive fiction interactive fiction
------------------- -------------------
- ``docs/how/if-journey.rst`` — master IF doc: five integration levels, audit findings, milestones if-journey.rst is the master doc. everything else is supporting material
(audits, implementation details, performance work, design plans).
- ``docs/how/if-journey.rst`` — master IF doc: five integration levels, audit findings, milestones (start here)
- ``docs/how/if-terminal.txt`` — level 1: dfrotz subprocess, spectator broadcasting - ``docs/how/if-terminal.txt`` — level 1: dfrotz subprocess, spectator broadcasting
- ``docs/how/if-integration.txt`` — original IF research (predates audits) - ``docs/how/if-integration.txt`` — original IF research (predates audits)
- ``docs/how/viola-embedding-audit.rst`` — viola interpreter audit - ``docs/how/viola-embedding-audit.rst`` — viola interpreter audit