Players must be at same altitude (both flying or both grounded) to initiate combat. Attack fails with 'You can't reach them from here!' if altitude differs.
When combat begins, any active power-up task on either the attacker
or defender should be cancelled to prevent background power changes
during combat. This ensures players can't continue charging while
fighting.
The fix checks both entities for a _power_task attribute and cancels
it if present, then clears the reference.
The {s} conjugation check had incorrect operator precedence that
evaluated the ch/sh suffix check independently of the prev_text
existence check. This could lead to confusing logic flow even
though it didn't crash due to len() handling empty strings safely.
Fixed by wrapping both suffix conditions in parentheses so they're
both guarded by the prev_text truthiness check.
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.
- Add Where: header with zone description
- Add Location: line with quadrant and coordinates
- Add Nearby: line showing entities in viewport (not on player's tile)
- Add Exits: line showing available cardinal directions
- Replace 'Here:' with individual entity lines showing posture
- Replace 'Portals:' with individual 'You see {name}.' lines
- Add look <thing> routing to examine command
- Add comprehensive tests for new structured output
- Update existing tests to match new output format
Player objects were removed from the players dict on quit/disconnect
but never removed from zone._contents, leaving ghost * markers on
other players' maps.
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.