Commit graph

28 commits

Author SHA1 Message Date
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
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