============================= content loading pipeline ============================= the content pipeline converts static TOML definitions into runtime Python objects at startup. all loading happens once before accepting player connections — no hot-reload. startup sequence ================ from ``server.py run_server()``, in order:: 1. init_db() → database 2. init_game_time() → game clock 3. World() + terrain → procedural terrain 4. Zone (overworld) → overworld from terrain 5. load_zones() → content zones (hub, tavern, etc) from content/zones/ 6. load_commands() → TOML commands from content/commands/ 7. load_help_topics() → help topics from content/help/ 8. register_combat_commands() → combat moves from content/combat/ 9. load_mob_templates() → mob definitions from content/mobs/ 10. load_thing_templates() → thing/container definitions from content/things/ 11. load_recipes() → crafting recipes from content/recipes/ 12. load_all_dialogues() → NPC dialogue trees from content/dialogue/ common loader pattern ===================== every content type follows the same pattern:: 1. load_X(path) → parse single TOML file into dataclass 2. load_Xs(directory) → iterate .toml files, call load_X each, return dict 3. At startup: global_registry.update(load_Xs(dir)) the loader functions are synchronous. they read files, parse TOML, validate data, and populate module-level registries. errors during load are logged but don't crash the server (graceful degradation). content directory structure =========================== all content lives under ``content/``:: content/commands/ → command definitions (name, aliases, handler or message) content/combat/ → combat moves (attacks, defenses, variants) content/things/ → thing/container templates content/mobs/ → mob templates with loot and schedules content/zones/ → zone definitions (terrain grids, portals, spawns, ambient) content/recipes/ → crafting recipes content/dialogue/ → NPC dialogue trees content/help/ → help topic files content/stories/ → z-machine game files (not TOML, loaded separately) each subdirectory contains multiple ``.toml`` files. the loader iterates them all and merges results into a single registry. global registries ================= module-level dicts, populated at startup, read-only during play:: commands/__init__.py: _registry dict combat/commands.py: combat_moves dict things.py: thing_templates dict mobs.py: mob_templates dict, mobs list zones.py: zone_registry dict crafting.py: recipes dict commands/help.py: _help_topics dict commands/talk.py: dialogue_trees dict these dicts are never mutated after startup. new content requires a server restart. handler resolution ================== commands and thing verbs can reference Python functions via ``"module:function"`` strings. at load time, the loader uses ``importlib`` to resolve the string into a callable. commands can also have inline message text instead of a handler. in that case, the loader wraps the message in a simple async handler that sends the text. if handler resolution fails, the loader logs a warning and continues. the command is registered but won't work (graceful degradation). template vs instance ==================== templates are immutable definitions stored as dataclasses. spawning creates mutable runtime objects (``Thing``, ``Mob``, etc). templates stay in the registry forever. instances are created and destroyed during play. when a mob dies, the template remains — you can spawn another. this separation keeps content definitions clean and allows multiple instances of the same template (ten wolves from one ``wolf`` template). validation ========== different content types validate at different levels: dialogue trees -------------- validate all node references at load time. if a choice points to a nonexistent node, ``load_dialogue()`` raises ``ValueError`` and the server won't start. combat moves ------------ validate ``countered_by`` references. if a move references a nonexistent counter, the loader logs a warning but continues. the move is still usable, just without that counter. zone portals ------------ parse ``"zone_name:x,y"`` target format at load time. if the format is invalid, the portal won't work. if the zone doesn't exist yet (load order), it's fine — the portal stores the string and runtime lookup happens when someone uses it. code ==== startup sequence:: src/mudlib/server.py (run_server function) loaders:: src/mudlib/commands/__init__.py (load_command, load_commands) src/mudlib/combat/commands.py (load_combat_move, register_combat_commands) src/mudlib/things.py (load_thing_templates) src/mudlib/mobs.py (load_mob_template, load_mob_templates) src/mudlib/zones.py (load_zone, load_zones) src/mudlib/crafting.py (load_recipes) src/mudlib/commands/help.py (load_help_topic, load_help_topics) src/mudlib/commands/talk.py (load_dialogue, load_all_dialogues) content directories:: content/commands/ content/combat/ content/things/ content/mobs/ content/zones/ content/recipes/ content/dialogue/ content/help/ content/stories/