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.
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)
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.