- Removed world module-level variable from look.py
- look.cmd_look() now uses player.location.get_viewport() instead of world.get_viewport()
- look.cmd_look() uses zone.contents_near() to find nearby entities instead of iterating global players/mobs lists
- Wrapping calculations use zone.width/height/toroidal instead of world properties
- Added type check for player.location being a Zone instance
- Removed look.world injection from server.py
- Updated all tests to remove look.world injection
- spawn_mob() and combat commands also migrated to use Zone (player.location)
- Removed orphaned code from test_mob_ai.py and test_variant_prefix.py
Removed module-level world variable and replaced all world.wrap() calls
with player.location.wrap(). Added Zone assertion for type safety,
matching the pattern in movement.py. Updated tests to remove fly.world
injection since it's no longer needed.
Movement commands now access the zone through player.location instead of
a module-level world variable. send_nearby_message uses
zone.contents_near() to find nearby entities, eliminating the need for
the global players dict and manual distance calculations.
Tests updated to create zones and add entities via location assignment.
- _find_story() now compares path.stem.lower() so "lostpig" matches "LostPig.z8"
- Server no longer writes its own prompt in IF mode (game handles prompting)
- Suppress phantom game output on restore (saved PC past sread causes garbage)
- Route .z5/.z8 files to EmbeddedIFSession now that V5+ is supported
Replaces the async _do_restore() (called after thread launch) with a
synchronous _try_restore() called before the thread starts. This
eliminates the race condition where restore mutates z-machine state
while the interpreter thread is running.
The restore prefix message is now part of start()'s return value
instead of being sent separately in play.py.
EmbeddedIFSession runs the hybrid interpreter in a daemon thread,
bridged to the async MUD loop via threading.Event synchronization.
.z3 files use the embedded path; other formats fall back to dfrotz.
- MUD ZUI components: MudScreen (buffered output), MudInputStream
(thread-safe input), MudFilesystem (quetzal saves), NullAudio
- save/restore via QuetzalWriter/QuetzalParser and :: escape commands
- state inspection: get_location_name(), get_room_objects()
- error reporting for interpreter crashes
- fix quetzal parser bit slice bug: _parse_stks used [0:3] (3 bits,
max 7 locals) instead of [0:4] (4 bits, max 15) — Zork uses 15
When starting an IF game, check for existing save file and restore
if present. Shows 'restoring saved game...' message and broadcasts
restored game state to spectators.
Also cleaned up redundant tests that didn't properly mock the
auto-save functionality now present in ::quit and stop().
- server.py: broadcast IF output to spectators after each input (skip :: escape commands)
- server.py: broadcast leave message when player exits IF mode
- play.py: broadcast game intro text when player starts a game
Spectators at the same x,y coordinates now see formatted output with
[PlayerName's terminal] header and game text.
Helper function sends messages to all players at the same x,y coordinates
as the source player, skipping the source player themselves. Used for IF
spectator broadcasting.
Phase 6: spawn command creates mobs at player position from loaded
templates. Server loads mob templates from content/mobs/ at startup,
injects world into combat/commands module, and runs process_mobs()
each game loop tick after process_combat().
Phase 3: look command now collects alive mob positions using the same
wrapping-aware relative position calc as players, and renders them as *
with the same priority as other players (after @ but before effects).
Integrates the Editor class into the MUD server's shell loop, allowing
players to enter and use the text editor from the game.
Changes:
- Add editor field to Player dataclass
- Modify shell input loop to check player mode and route to editor
- Add edit command to enter editor mode from normal mode
- Use inp (not command.strip()) for editor to preserve indentation
- Show line-numbered prompt in editor mode
- Pop mode and clear editor when done=True
- Add comprehensive integration tests
- Fix test isolation issue in test_movement_updates_position
Parse MTTS from telnetlib3 writer during connection and store capabilities
on Player.caps field. Add convenience property Player.color_depth that
delegates to caps.color_depth for easy access by rendering code.
Changes:
- Add caps field to Player with default 16-color ANSI capabilities
- Parse MTTS in server shell after Player creation using parse_mtts()
- Add Player.color_depth property for quick capability checks
- Add tests verifying Player caps integration and color_depth property
Player state is now saved when using the quit command or when the connection
is lost unexpectedly. Ensures progress is preserved even without auto-save.
Each cloud in the trail gets a slightly longer TTL than the one
before it (0.15s stagger). The origin cloud dissolves first, then
each subsequent tile follows. Two consecutive flights produce a
trail where the oldest clouds are already gone.
fly with no args toggles flying on/off. Movement commands (fly east,
etc) only work while airborne. "You aren't flying." if you try to
move without toggling on first. Player.flying field tracks the state.
fly <direction> moves the player 5 tiles, ignoring terrain. Leaves
a trail of bright white ~ clouds that fade after 2 seconds. Effects
system supports arbitrary timed visual overlays on the viewport.
TinTin aliases: fn/fs/fe/fw/fne/fnw/fse/fsw.
Tileable Perlin noise: each octave wraps its integer grid coordinates
with modulo at the octave's frequency, so gradients at opposite edges
match and the noise field is continuous across the boundary.
Coarse elevation grid interpolation wraps instead of padding boundary
cells. Rivers can flow across world edges. All coordinate access
(get_tile, is_passable, get_viewport) wraps via modulo. Movement,
spawn search, nearby-player detection, and viewport relative positions
all handle the toroidal topology.
1000x1000 tile world generated deterministically from a seed using
layered Perlin noise. Terrain derived from elevation: mountains,
forests, grasslands, sand, water, with rivers traced downhill from
peaks. ANSI-colored viewport centered on player.
Command system with registry/dispatch, 8-direction movement (n/s/e/w
+ diagonals), look/l, quit/q. Players see arrival/departure messages.
Set connect_maxwait=0.5 on telnetlib3 to avoid the 4s CHARSET
negotiation timeout — MUD clients reject CHARSET immediately via MTTS.