Commit graph

7 commits

Author SHA1 Message Date
51dc583818
Make Entity inherit from Object
Entity gains location from Object and narrows x/y back to int
(entities always have spatial coordinates). No behavioral change —
all existing tests pass unchanged.
2026-02-11 18:40:35 -05:00
84cd75e3a3
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.
2026-02-09 11:54:29 -05:00
f36085c921
Add rest command for stamina recovery 2026-02-08 22:16:47 -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
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
028dcb51b8
Add Mob class extending Entity 2026-02-07 20:31:26 -05:00
fea563f158
Extract Entity base class from Player 2026-02-07 20:30:59 -05:00