Update CLAUDE.md to reflect current state

Fix typecheck reference (ty not pyright), add content/ directory to layout, expand
Architecture section with combat, persistence, editor, content loading, and entity model.
This commit is contained in:
Jared Miller 2026-02-07 23:51:37 -05:00
parent 83455c525f
commit 91c57d89e1
Signed by: shmup
GPG key ID: 22B5C6D66A38B06C

View file

@ -4,7 +4,7 @@ Telnet MUD engine built on telnetlib3. Python 3.12+, managed with uv.
## Commands ## Commands
- `just check` - lint (ruff --fix + format), typecheck (pyright), test (pytest) - `just check` - lint (ruff --fix + format), typecheck (ty), test (pytest)
- `just lint` / `just typecheck` / `just test` - individual steps - `just lint` / `just typecheck` / `just test` - individual steps
- `just run` - start the server (`python -m mudlib`) - `just run` - start the server (`python -m mudlib`)
- `just debug` - start with debug logging - `just debug` - start with debug logging
@ -14,6 +14,7 @@ Telnet MUD engine built on telnetlib3. Python 3.12+, managed with uv.
- `src/mudlib/` - the engine (commands, world, combat, render, store) - `src/mudlib/` - the engine (commands, world, combat, render, store)
- `tests/` - pytest tests - `tests/` - pytest tests
- `content/` - content definitions (commands, combat moves) loaded at runtime
- `worlds/` - world definition files (yaml/toml, version controlled) - `worlds/` - world definition files (yaml/toml, version controlled)
- `docs/` - project knowledge (see below) - `docs/` - project knowledge (see below)
- `DREAMBOOK.md` - the vision, philosophy, wild ideas. not a spec - `DREAMBOOK.md` - the vision, philosophy, wild ideas. not a spec
@ -49,6 +50,10 @@ Update docs when:
- world definitions live in data files, runtime state lives in memory - world definitions live in data files, runtime state lives in memory
- SQLite for persistence (player accounts, progress) - SQLite for persistence (player accounts, progress)
- session mode stack filters what events reach the player (normal/combat/editor) - session mode stack filters what events reach the player (normal/combat/editor)
- combat system: state machine with TOML-defined moves (attacks, defends, counters)
- content loading: TOML definitions for commands and combat moves, loaded at startup
- entity model: Entity base class, Player and Mob subclasses sharing common interface
- editor mode: in-world text editor with syntax highlighting and search/replace
## Style ## Style