Commit graph

5 commits

Author SHA1 Message Date
64dcd8d6e4
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().
2026-02-08 23:07:42 -05:00
a61e998252
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.
2026-02-08 23:07:42 -05:00
c09a1e510d
Render mobs as * in viewport
Phase 3: look command now collects alive mob positions using the same
wrapping-aware relative position calc as players, and renders them as *
with the same priority as other players (after @ but before effects).
2026-02-08 23:07:42 -05:00
3eda62fa42
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.
2026-02-08 23:07:42 -05:00
0d21e312e4
Add mob templates, registry, and spawn/despawn/query
Phase 1 of fightable mobs: MobTemplate dataclass loaded from TOML,
global mobs list, spawn_mob/despawn_mob/get_nearby_mob with
wrapping-aware distance. Mob entity gets moves and next_action_at fields.
2026-02-08 22:51:56 -05:00