Commit graph

9 commits

Author SHA1 Message Date
9c480f8d47
Remove duplicate mock_writer/mock_reader fixtures
Removed identical local copies from 45 test files. These fixtures
are already defined in conftest.py.
2026-02-16 15:29:21 -05:00
a4a866a77c
Change combat flow: KO persists, timeout requires no landed damage 2026-02-15 12:40:21 -05:00
f5646589b5
Migrate look to use player.location (Zone)
- 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
2026-02-11 19:36:46 -05:00
404a1cdf0c
Migrate movement to use player.location (Zone)
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.
2026-02-11 19:28:27 -05:00
af941b329b
Add spawn command and wire mobs into server
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().
2026-02-09 11:54:29 -05:00
91c1af86e2
Handle mob defeat in combat resolution
Phase 4: when combat ends, determine winner/loser. If the loser is a
Mob, despawn it and send a victory message to the winner. If the loser
is a Player fighting a Mob, send a defeat message instead.
2026-02-09 11:54:29 -05:00
ca53357730
Render mobs as * in viewport
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).
2026-02-09 11:54:29 -05:00
e6bfd77464
Add mob target resolution in combat commands
Phase 2: do_attack now searches the mobs registry after players dict
when resolving a target name. Players always take priority over mobs
with the same name. World instance injected into combat/commands module
for wrapping-aware mob proximity checks.
2026-02-09 11:54:29 -05:00
84cd75e3a3
Add mob templates, registry, and spawn/despawn/query
Phase 1 of fightable mobs: MobTemplate dataclass loaded from TOML,
global mobs list, spawn_mob/despawn_mob/get_nearby_mob with
wrapping-aware distance. Mob entity gets moves and next_action_at fields.
2026-02-09 11:54:29 -05:00