Commit graph

52 commits

Author SHA1 Message Date
56169a5ed6
Add corpse decomposition system with active_corpses registry
process_decomposing removes expired corpses and broadcasts messages
to entities at the same tile. Registered in game loop.
2026-02-14 10:02:33 -05:00
3f042de360
Add player alias system with persistence and dispatch
Implements a complete alias system allowing players to create command shortcuts.
Aliases are expanded during dispatch with a recursion guard (max 10 levels).

Changes:
- Add aliases field to Player dataclass (dict[str, str])
- Add player_aliases table to database schema
- Add save_aliases() and load_aliases() persistence functions
- Add alias/unalias commands with built-in command protection
- Integrate alias expansion into dispatch() before command resolution
- Add comprehensive test coverage for all features
2026-02-14 01:39:45 -05:00
b4dea1d349
Add unconscious state with automatic recovery
Players become unconscious when PL or stamina drops to 0. While unconscious, both stats slowly recover at 0.1 per tick (1.0 per second). When both reach above 0, player regains consciousness with a message. Recovery runs in the main game loop via process_unconscious.
2026-02-14 01:00:37 -05:00
292557e5fd
Add power up/down commands
Implements power level management system with tick-based power-up loop.
Players can raise PL toward max_pl (costs stamina per tick), lower PL
instantly, set exact PL targets, and cancel ongoing power-ups.
2026-02-13 23:01:33 -05:00
72b877c5d1
Send GMCP Char.Vitals after each command 2026-02-13 22:48:59 -05:00
4930f1408b
Wire render_prompt into server shell loop 2026-02-13 22:48:59 -05:00
4cff1475c3
Remove player from zone contents on disconnect
Player objects were removed from the players dict on quit/disconnect
but never removed from zone._contents, leaving ghost * markers on
other players' maps.
2026-02-12 16:41:04 -05:00
bd5f83e890
Skip empty lines during name prompt and fix tintin send syntax
The server now skips spurious empty lines from client negotiation bytes
during the name prompt, only closing on actual connection loss. This
makes the login flow robust against clients that send IAC bytes with
trailing CRLF during negotiation.

Also fixed tintin++ CATCH handlers to use proper \} syntax matching the
documented examples.
2026-02-12 16:24:37 -05:00
aafdcdca42
Move GMCP/MSDP offers to initial negotiation
The old begin_advanced_negotiation relied on a telnetlib3 hook that races with the negotiation timer — by the time it fires, the timer has already declared negotiation complete. Moving to begin_negotiation sends the offers alongside standard options (TTYPE, NAWS, ECHO) so clients see them immediately.
2026-02-12 16:24:37 -05:00
05b377f00a
Add debug logging for GMCP/MSDP negotiation offers 2026-02-12 16:24:37 -05:00
ee0dc839d8
Offer GMCP/MSDP during connection and guard tick sends
The server never proactively offered GMCP or MSDP to clients, so
telnetlib3 logged "cannot send MSDP without negotiation" every second.
Now the server sends WILL GMCP and WILL MSDP on connection, and
send_msdp_vitals checks negotiation state before attempting to send.
2026-02-12 15:58:54 -05:00
e247d70612
Send Char.Status on combat end and rest state changes 2026-02-11 23:13:14 -05:00
d2de6bdc16
Add use command for verb-based interaction
Implements a TDD-built 'use' command that lets players invoke
object verbs with optional targets:
- use X - calls X's use verb
- use X on Y - calls X's use verb with Y as args
- Proper error messages for missing objects/verbs
- Tests cover all edge cases including inventory/ground search

Also fixes type checking issue in verb dispatch where get_verb
could return None.
2026-02-11 21:47:33 -05:00
9534df8f9c
Add examine command for object inspection
Implements a global examine/ex command that shows detailed descriptions
of objects. Searches inventory first, then ground at player position.
Works with Things, Containers, and Mobs.
2026-02-11 21:47:33 -05:00
d18f21a031
Add zone TOML loader and tavern interior zone
Implements load_zone() and load_zones() functions to parse zone
definitions from TOML files. Wires zone loading into server startup
to register all zones from content/zones/ directory. Updates player
zone lookup to use the registry instead of hardcoded overworld check.

Includes tavern.toml as first hand-built interior zone (8x6 bounded).
2026-02-11 20:58:55 -05:00
5b9a43617f
Add open and close commands for containers 2026-02-11 20:58:55 -05:00
b3471a8b94
Add zone registry with register and lookup
Implements a module-level zone registry for looking up zones by name.
Includes register_zone() and get_zone() functions with comprehensive
tests covering single/multiple zones, unknown lookups, and overwrites.
2026-02-11 20:40:31 -05:00
8acfa5ea22
Wire thing templates and inventory into server startup
Loads thing templates from content/things/ at startup. Registers
get/drop/inventory commands via things module import. Reconstructs
player inventory from saved template names on login, with graceful
fallback for unknown templates.
2026-02-11 20:29:59 -05:00
6081c90ad1
Add inventory persistence to player saves
Inventory saved as JSON list of thing template names in an inventory
column. Migration adds column to existing databases. load_player_data
returns inventory list, save_player serializes Thing names from contents.
2026-02-11 20:29:58 -05:00
957a411601
Clean up global state, migrate broadcast_to_spectators to Zone
Removes dependency on global players dict for spatial queries by using
Zone.contents_at() for spectator lookup. Makes _world local to run_server()
since it's only used during initialization to create the overworld Zone.
Updates test fixtures to provide zones for spatial query tests.
2026-02-11 19:42:12 -05:00
1349c2f860
Add zone_name to persistence schema
Adds zone_name field to PlayerData and accounts table to track which
zone a player is in. Defaults to 'overworld'. Includes migration logic
to handle existing databases without the column. Server now resolves
zone from zone_name when loading player data.
2026-02-11 19:33:23 -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
66c6e1ebd4
Create overworld Zone at startup, set player.location 2026-02-11 19:19:15 -05:00
b81bc3edc8
Add consistent > prompt for IF mode in server loop 2026-02-10 17:50:35 -05:00
602da45ac2
Fix IF bugs: case-insensitive story lookup, double prompt, phantom restore command
- _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
2026-02-10 14:16:19 -05:00
108091bfae
Add blank line before IF mode prompt to match dfrotz 2026-02-09 17:55:14 -05:00
f8e9ae0acc
Add spacing between IF session exit messages 2026-02-09 17:55:14 -05:00
057a746687
Wire up spectator broadcasting in server and play command
- 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.
2026-02-09 16:25:39 -05:00
6308248d14
Fix IF session cleanup on failure and player disconnect 2026-02-09 16:11:28 -05:00
b133f2febe
Add play command for starting interactive fiction games 2026-02-09 16:10:29 -05:00
dc342224b1
Wire IF mode into server shell loop and player model 2026-02-09 15:57:24 -05:00
6fd19d769b
Add a docker container solution 2026-02-09 12:34:56 -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
f36085c921
Add rest command for stamina recovery 2026-02-08 22:16:47 -05:00
77c2e40e0e
Add reload command for hot-reloading TOML content 2026-02-08 14:32:51 -05:00
6fb48e9ae1
Add commands command to list available commands 2026-02-08 12:35:50 -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
a799b6716c
Add editor mode shell integration and edit command
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
2026-02-07 22:59:37 -05:00
b0fcb080d3
Wire client capabilities into Player & terrain
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
2026-02-07 22:44:45 -05:00
269026259c
Add PlayerData TypedDict to fix type errors 2026-02-07 22:13:27 -05:00
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