Commit graph

12 commits

Author SHA1 Message Date
3fe51f2552
Add login and registration flow with server integration
Adds login/registration prompts on connection, database initialization on
startup, and periodic auto-save every 5 minutes in the game loop. Player
state is now tied to authenticated accounts.
2026-02-07 21:42:12 -05:00
dbb976be24
Add data-driven combat system with TOML move definitions
Combat moves defined as TOML content files in content/combat/,
not engine code. State machine (IDLE > TELEGRAPH > WINDOW > RESOLVE)
processes timing-based exchanges. Counter relationships, stamina
costs, damage formulas all tunable from data files.

Moves: punch right/left, roundhouse, sweep, dodge right/left,
parry high/low, duck, jump. Combat ends on knockout (PL <= 0)
or exhaustion (stamina <= 0).
2026-02-07 21:16:12 -05:00
d159a88ca4
Add TOML content loader for declarative command definitions
Scan content/commands/ for .toml files at startup and register them
as commands alongside Python-defined ones. Two flavors: handler-based
(points to a Python callable via module:function) and message-based
(auto-generates a handler from inline text). Includes example MOTD
command, type validation, error logging, and full test coverage.
2026-02-07 20:27:29 -05:00
075a6ce303
Add game loop skeleton for periodic tick processing 2026-02-07 16:17:20 -05:00
bea2a73c98
Read world config from TOML instead of hardcoding 2026-02-07 16:14:03 -05:00
9948a36f5f
Add world cache to speedup startup 2026-02-07 15:00:07 -05:00
9844749edd
Add fly command with cloud trail effects
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.
2026-02-07 14:48:42 -05:00
8934397b1e
Make world wrap seamlessly in both axes
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.
2026-02-07 13:50:06 -05:00
0d0c142993
Add seed-based terrain world with movement and viewport
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.
2026-02-07 13:27:44 -05:00
3ebff56017 Use telnetlib3 readline correctly 2026-02-07 12:20:00 -05:00
04230eb152 Use async readline with local telnetlib3 2026-02-07 10:23:56 -05:00
a83248b387 Add bare echoing telnet server 2026-02-07 10:05:34 -05:00