Project Health Audit ==================== Feb 2026. Full codebase audit after combat-timing-fields landed. The architecture is solid. The problem is drift: things got built ahead of being cared about, so docs/tests/schemas are out of sync with actual code. Nothing is broken, but the project needs a cleanup pass before pushing forward. Combat: Doc/Schema Mismatch ---------------------------- The most concrete issue. Three things are wrong: 1. **State machine docs are stale.** combat.rst describes IDLE -> TELEGRAPH -> WINDOW -> RESOLVE (4 states). Code has IDLE -> PENDING -> RESOLVE (3 states). TELEGRAPH and WINDOW got collapsed into PENDING. The docs need to match reality. 2. **Field names drifted.** Old schema used ``timing_window_ms`` for everything. New schema split it: ``hit_time_ms`` for attacks (time to impact), ``active_ms``/``recovery_ms`` for defenses (active window / lockout). builder-manual.md and combat.rst still reference the old name. 3. **No schema validation.** ``moves.py`` checks 3 required fields (name, move_type, stamina_cost). You can define an attack with hit_time_ms=0 and it silently does nothing. Attacks should require hit_time_ms > 0, defenses should require active_ms > 0. Other combat notes: - Stamina deduction is asymmetric: attacks deduct inside ``encounter.attack()``, defenses deduct in the command handler before calling ``encounter.defend()``. Works but confusing. Consider standardizing. - Defense telegraphs are all empty strings. Intentional (reactive moves don't broadcast intent) but undocumented. - Future features (stuns, combos, lethal, multi-combatant) are NOT half-implemented. No stubs or dead code. Clean. Files to touch:: docs/how/combat.rst - fix state machine, fix field names docs/builder-manual.md - fix TOML schema examples src/mudlib/combat/moves.py - add per-move-type validation Tests: Mixed Quality -------------------- ~1,448 test functions across 100+ files. The good tests are genuinely good (combat encounter, quetzal roundtrip, content loading). But there's bloat. **Trivial constructor tests (~50+).** Things like:: def test_thing_creation_minimal(): t = Thing(name="rock") assert t.name == "rock" These verify Python dataclasses work. Delete them. **Over-mocking.** Many tests mock the writer then assert "was something written?" but not what. Color bugs, format bugs slip through. Loose assertions like ``assert "\033[" in result`` check some ANSI was emitted but not the right color. **Duplicated fixtures.** ``mock_writer`` is defined in 15+ test files instead of sharing from conftest. Same for ``mock_reader`` and zone helpers. **File sprawl.** 4 container test files, 3 portal files, 3 help files, 4 zone files. These should consolidate into 1-2 per feature area. **Stub files (1 test each).** Seven files with a single test: test_corpse, test_npc_behavior, test_npc_integration, test_import, test_mobs, test_game_compatibility, test_two_way_portals. Either flesh out or delete. **Missing test categories:** - Error paths (bad input, wrong types, missing data) - Edge cases (boundary values, empty inputs, max values) - Concurrency (async code with no race condition tests) Plan:: 1. Consolidate mock_writer/mock_reader into conftest 2. Delete trivial constructor/property tests 3. Merge fragmented test files (containers, portals, help, zones) 4. Decide on stub files: flesh out or remove 5. Strengthen loose assertions where practical Documentation: Strong Foundation, Gaps --------------------------------------- **Current and good:** DREAMBOOK, architecture-plan, object-model, builder-manual, protocols, persistence, terrain-generation, IF docs, all lessons. **Stale:** - combat.rst (wrong state machine, wrong field names) - builder-manual.md (old timing_window_ms references) - roadmap.rst (phases 1-2 done but not marked) - IF research docs (viola/zvm/mojozork audits predate implementation) **Missing docs for existing systems:** - NPC/mob system (mobs.py, npc_behavior.py, npc_schedule.py, dialogue.py, conversation.py, mob_ai.py - 6+ files, no implementation doc) - Thing/verb system (thing.py, things.py, verbs.py, verb_handlers.py) - Time/season/weather (gametime.py, seasons.py, weather.py, timeofday.py, visibility.py) - Effects system (effects.py) - Targeting (targeting.py) - Loot/corpse (loot.py, corpse.py) - Crafting implementation (crafting.py - builder-manual has usage but no internals doc) - Content loading pipeline (content.py) - Embedded z-machine (50+ files in zmachine/, no implementation guide) Plan: write docs as we touch each system, not all at once. Priority order matches what we're likely to work on next (combat first, then mobs/things). Architecture: Solid ------------------- No action needed on architecture itself. Notes for awareness: - Module-level globals (players, mobs, active_encounters, command registry) are appropriate for a game server. Tests clear them properly. - server.py is 676 lines and dense (login, shell loop, content loading) but responsibilities are clear. Could split later if it grows. - Player dataclass has 29 fields. Organized but growing. Watch it. - Mode stack is string-based ("normal", "combat", "editor"). Works fine, enum would be safer eventually. - No dead code in core engine. Z-machine has TODOs (expected). - No circular dependency issues. Lazy imports in commands/ handle cycles. Execution Order --------------- Phase 1: Combat docs and schema (small, unblocks combat work) - Update combat.rst state machine and field names - Update builder-manual.md TOML examples - Add schema validation in moves.py - Tests for validation Phase 2: Test cleanup (can be gradual) - Consolidate fixtures into conftest - Delete trivial tests - Merge fragmented test files - Strengthen assertions Phase 3: Doc gaps (as-needed, per system) - Write how/ docs when touching each system - Mark completed roadmap phases - Consider archiving pre-implementation IF research docs