Commit graph

33 commits

Author SHA1 Message Date
487e316629
Wire corpse spawning into combat death handling
When a mob dies in combat, create_corpse is called to spawn a corpse
at the mob's position with the mob's inventory transferred. This
replaces the direct despawn_mob call, making combat deaths leave
lootable corpses behind.

The fallback to despawn_mob is kept if the mob somehow has no zone.
2026-02-14 09:56:37 -05:00
86797c3a82
Wire target resolution into combat commands 2026-02-14 01:39:45 -05:00
8bb87965d7
Wire stamina cues into combat and power loops 2026-02-14 01:00:37 -05:00
894a0b7396
Fix flying dodge template grammar 2026-02-14 01:00:37 -05:00
d6d62abdb8
Add flying dodge mechanic at resolve time
When altitude differs at resolve time (attacker or defender changed flying state during window phase), attack misses. Treated as successful dodge with zero damage.
2026-02-14 01:00:37 -05:00
4da8d41b45
Add z-axis altitude check for starting combat
Players must be at same altitude (both flying or both grounded) to initiate combat. Attack fails with 'You can't reach them from here!' if altitude differs.
2026-02-14 01:00:37 -05:00
a4c9f31056
Cancel power-up tasks when combat starts
When combat begins, any active power-up task on either the attacker
or defender should be cancelled to prevent background power changes
during combat. This ensures players can't continue charging while
fighting.

The fix checks both entities for a _power_task attribute and cancels
it if present, then clears the reference.
2026-02-14 01:00:37 -05:00
47534b1514
Add visible stamina cue broadcasts 2026-02-13 23:21:53 -05:00
4e8459df5f
Convert combat resolution to POV templates 2026-02-13 23:21:52 -05:00
15cc0d1ae0
Add announce and resolve templates to combat moves 2026-02-13 23:21:50 -05:00
64c25b1025
Send Char.Vitals on combat stamina spend 2026-02-11 23:13:21 -05:00
e247d70612
Send Char.Status on combat end and rest state changes 2026-02-11 23:13:14 -05:00
e9f70ebd2f
Send Char.Vitals on combat resolution and rest completion 2026-02-11 23:13:14 -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
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
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
0f7404cb12
Fix prefix matching for combat move variants
The variant handler now supports prefix matching for directional variants.
This allows 'pa hi' to match 'parry high', 'pa lo' to match 'parry low', etc.

Implementation:
- First tries exact match on variant key
- Falls back to prefix matching if no exact match
- Returns unique match if exactly one variant starts with the prefix
- Shows disambiguation message if multiple variants match
- Shows error with valid options if no variants match

Tests cover exact match, prefix match, ambiguous prefix, no match,
single-char prefix, case-insensitivity, and preservation of target args.
2026-02-08 14:41:40 -05:00
9c1c6a9e22
Add description field to CombatMove dataclass 2026-02-08 14:32:51 -05:00
77c2e40e0e
Add reload command for hot-reloading TOML content 2026-02-08 14:32:51 -05:00
64b6308bc6
Remove hidden alias registration from combat commands 2026-02-08 13:36:45 -05:00
9e5003e52c
Hide variant aliases from commands listing 2026-02-08 13:04:54 -05:00
d0c33911f3
Wire edit command to open combat TOML files 2026-02-08 12:44:56 -05:00
6fb48e9ae1
Add commands command to list available commands 2026-02-08 12:35:50 -05:00
3c5c1490e6
Replace defense lock with sleep-based commitment blocking
Defense moves now asyncio.sleep for timing_window_ms instead of using
a cooldown field. Input queues naturally since the per-player loop is
sequential. Outside combat shows "parry the air!" flavor text.
2026-02-08 12:28:17 -05:00
2de1ebd59e
Fix variant defense mode and test cleanup
- Set variant defense registration to mode="*" (both attacks and defenses)
- Strengthen telegraph switch test to verify new move's telegraph text
- Remove unused punch parameter from four idle timeout tests
- Use single time.monotonic() call in attack() method
2026-02-08 12:28:17 -05:00
1b3684dc65
Add 30-second idle timeout for combat encounters
Encounters track last_action_at (updated on attack and defend). If 30
seconds pass with no actions, combat fizzles out with a message to both
players and combat mode is popped. start_encounter initializes the
timestamp so fresh encounters don't immediately timeout.
2026-02-08 12:28:17 -05:00
e368ed1843
Add defense commitment lock and defense-everywhere support
Defenses now work outside combat mode with stamina cost, recovery lock
(based on timing_window_ms), and broadcast to nearby players. Lock
prevents spamming defenses — you commit to the move. Stamina deduction
moved from encounter.defend() to do_defend command layer. Defense
commands registered with mode="*" instead of "combat".
2026-02-08 12:28:17 -05:00
cf423fb22b
Add attack switching (feints) during telegraph and window phases
Attacker can change their move mid-telegraph or mid-window without
resetting the timer. Old move's stamina is refunded, new move charged.
Defender gets a fresh telegraph on switch. Feedback says "switch to"
instead of "use" when swapping attacks.
2026-02-08 12:28:17 -05:00
9054962f5d
Add combat resolution messages with both-POV feedback
resolve() returns ResolveResult dataclass with attacker_msg, defender_msg,
damage, countered, and combat_ended fields. process_combat is now async
and sends messages to both participants on resolve. Counter, hit, and
slam messages give each player their own perspective on what happened.
2026-02-08 12:28:17 -05:00
6344c09275
Restructure combat moves: single-word commands with variant args
The DREAMBOOK always described "punch right/left [target]" as one command
with a direction argument, but the implementation had separate TOML files
and multi-word command names that the dispatcher couldn't reach (it only
matches the first word). Aliases like "pr" also couldn't pass targets
because the shared handler tried to re-derive the move from args.

Changes:
- Merge punch_left/right, dodge_left/right, parry_high/low into single
  TOML files with [variants] sections
- Add command/variant fields to CombatMove for tracking move families
- load_move() now returns list[CombatMove], expanding variants
- Handlers bound to moves via closures at registration time:
  variant handler for base commands (punch → parses direction from args),
  direct handler for aliases and simple moves (pr → move already known)
- Core logic in do_attack/do_defend takes a resolved move
- Combat doc rewritten as rst with architecture details
- Simplify mud.tin aliases (pr/pl/etc are built-in MUD commands now)
2026-02-08 00:20:52 -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
541415e011 Add first generation 2026-02-07 09:45:48 -05:00