Implements craft command to create items from recipes by consuming
ingredients from player inventory. Recipes command lists available
recipes or shows details for a specific recipe. Registers commands
and loads recipes at server startup.
Create librarian mob template as a non-combatant NPC with:
- dialogue tree linking (npc_name field)
- time-based schedule (working 7-21, idle otherwise)
- empty moves list (cannot fight)
Wire dialogue tree loading into server startup to load from content/dialogue/.
Add npc_name field to MobTemplate and spawn_mob to preserve dialogue tree links.
Integration tests verify:
- spawning from template preserves npc_name and schedule
- full conversation flow (start, advance, end)
- converse state blocks movement
- schedule transitions change behavior state
- working state blocks movement
- patrol behavior follows waypoints
Implements time-based behavior transitions for NPCs:
- GameTime converts real time to game time (1 real min = 1 game hour)
- ScheduleEntry defines hour/state/location/data transitions
- NpcSchedule manages multiple entries with midnight wrapping
- process_schedules() applies transitions when game hour changes
- TOML support for schedule data in mob templates
- Integrated into game loop with hourly checks
Tests cover schedule transitions, game time calculation, TOML loading, and preventing duplicate processing.
Mobs with home regions now pathfind back when they've strayed. Each tick,
process_mob_movement() checks all mobs and moves them one tile toward their
home region center using Manhattan distance. Movement is throttled to 3
seconds, respects impassable terrain, skips mobs in combat, and broadcasts
to nearby players.
Implements a complete alias system allowing players to create command shortcuts.
Aliases are expanded during dispatch with a recursion guard (max 10 levels).
Changes:
- Add aliases field to Player dataclass (dict[str, str])
- Add player_aliases table to database schema
- Add save_aliases() and load_aliases() persistence functions
- Add alias/unalias commands with built-in command protection
- Integrate alias expansion into dispatch() before command resolution
- Add comprehensive test coverage for all features
Players become unconscious when PL or stamina drops to 0. While unconscious, both stats slowly recover at 0.1 per tick (1.0 per second). When both reach above 0, player regains consciousness with a message. Recovery runs in the main game loop via process_unconscious.
Implements power level management system with tick-based power-up loop.
Players can raise PL toward max_pl (costs stamina per tick), lower PL
instantly, set exact PL targets, and cancel ongoing power-ups.
Player objects were removed from the players dict on quit/disconnect
but never removed from zone._contents, leaving ghost * markers on
other players' maps.
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 old begin_advanced_negotiation relied on a telnetlib3 hook that races with the negotiation timer — by the time it fires, the timer has already declared negotiation complete. Moving to begin_negotiation sends the offers alongside standard options (TTYPE, NAWS, ECHO) so clients see them immediately.
The server never proactively offered GMCP or MSDP to clients, so
telnetlib3 logged "cannot send MSDP without negotiation" every second.
Now the server sends WILL GMCP and WILL MSDP on connection, and
send_msdp_vitals checks negotiation state before attempting to send.
Implements a TDD-built 'use' command that lets players invoke
object verbs with optional targets:
- use X - calls X's use verb
- use X on Y - calls X's use verb with Y as args
- Proper error messages for missing objects/verbs
- Tests cover all edge cases including inventory/ground search
Also fixes type checking issue in verb dispatch where get_verb
could return None.
Implements a global examine/ex command that shows detailed descriptions
of objects. Searches inventory first, then ground at player position.
Works with Things, Containers, and Mobs.
Implements load_zone() and load_zones() functions to parse zone
definitions from TOML files. Wires zone loading into server startup
to register all zones from content/zones/ directory. Updates player
zone lookup to use the registry instead of hardcoded overworld check.
Includes tavern.toml as first hand-built interior zone (8x6 bounded).
Implements a module-level zone registry for looking up zones by name.
Includes register_zone() and get_zone() functions with comprehensive
tests covering single/multiple zones, unknown lookups, and overwrites.
Loads thing templates from content/things/ at startup. Registers
get/drop/inventory commands via things module import. Reconstructs
player inventory from saved template names on login, with graceful
fallback for unknown templates.
Inventory saved as JSON list of thing template names in an inventory
column. Migration adds column to existing databases. load_player_data
returns inventory list, save_player serializes Thing names from contents.
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.
Adds zone_name field to PlayerData and accounts table to track which
zone a player is in. Defaults to 'overworld'. Includes migration logic
to handle existing databases without the column. Server now resolves
zone from zone_name when loading player data.
Movement commands now access the zone through player.location instead of
a module-level world variable. send_nearby_message uses
zone.contents_near() to find nearby entities, eliminating the need for
the global players dict and manual distance calculations.
Tests updated to create zones and add entities via location assignment.
- _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
- 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.
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().
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.
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
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