Commit graph

11 commits

Author SHA1 Message Date
d253012122
Add GMCP and MSDP support for rich clients
Implements Phase 7 foundation:
- gmcp.py module with package builders for Char.Vitals, Char.Status,
  Room.Info, Room.Map, and MSDP vitals
- Player helper methods send_gmcp() and send_msdp() for convenience
- Full test coverage for all GMCP/MSDP functions and edge cases
2026-02-11 22:52:16 -05:00
889a0d7bcf
Add paint mode for terrain editing 2026-02-11 22:38:14 -05:00
7c1d1efcdb
Wire embedded z-machine interpreter into MUD mode stack
EmbeddedIFSession runs the hybrid interpreter in a daemon thread,
bridged to the async MUD loop via threading.Event synchronization.
.z3 files use the embedded path; other formats fall back to dfrotz.

- MUD ZUI components: MudScreen (buffered output), MudInputStream
  (thread-safe input), MudFilesystem (quetzal saves), NullAudio
- save/restore via QuetzalWriter/QuetzalParser and :: escape commands
- state inspection: get_location_name(), get_room_objects()
- error reporting for interpreter crashes
- fix quetzal parser bit slice bug: _parse_stks used [0:3] (3 bits,
  max 7 locals) instead of [0:4] (4 bits, max 15) — Zork uses 15
2026-02-10 11:18:16 -05:00
dc342224b1
Wire IF mode into server shell loop and player model 2026-02-09 15:57:24 -05:00
a799b6716c
Add editor mode shell integration and edit command
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
2026-02-07 22:59:37 -05:00
b0fcb080d3
Wire client capabilities into Player & terrain
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
2026-02-07 22:44:45 -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
fea563f158
Extract Entity base class from Player 2026-02-07 20:30:59 -05:00
d220835f7d
Add mode stack to Player and mode check in dispatch 2026-02-07 16:17:01 -05:00
93ad4523e2
Make flying a toggle state
fly with no args toggles flying on/off. Movement commands (fly east,
etc) only work while airborne. "You aren't flying." if you try to
move without toggling on first. Player.flying field tracks the state.
2026-02-07 14:48:42 -05:00
0d0c142993
Add seed-based terrain world with movement and viewport
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.
2026-02-07 13:27:44 -05:00