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.
- Removed world module-level variable from look.py
- look.cmd_look() now uses player.location.get_viewport() instead of world.get_viewport()
- look.cmd_look() uses zone.contents_near() to find nearby entities instead of iterating global players/mobs lists
- Wrapping calculations use zone.width/height/toroidal instead of world properties
- Added type check for player.location being a Zone instance
- Removed look.world injection from server.py
- Updated all tests to remove look.world injection
- spawn_mob() and combat commands also migrated to use Zone (player.location)
- Removed orphaned code from test_mob_ai.py and test_variant_prefix.py
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.
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.