mud/src/mudlib/server.py
Jared Miller 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

230 lines
7.1 KiB
Python

"""Telnet server for the MUD."""
import asyncio
import logging
import pathlib
import time
import tomllib
from typing import cast
import telnetlib3
from telnetlib3.server_shell import readline2
import mudlib.commands
import mudlib.commands.fly
import mudlib.commands.look
import mudlib.commands.movement
import mudlib.commands.quit
from mudlib.combat.commands import register_combat_commands
from mudlib.combat.engine import process_combat
from mudlib.content import load_commands
from mudlib.effects import clear_expired
from mudlib.player import Player, players
from mudlib.world.terrain import World
log = logging.getLogger(__name__)
PORT = 6789
TICK_RATE = 10 # ticks per second
TICK_INTERVAL = 1.0 / TICK_RATE
# Module-level world instance, generated once at startup
_world: World | None = None
def load_world_config(world_name: str = "earth") -> dict:
"""Load world configuration from TOML file."""
worlds_dir = pathlib.Path(__file__).resolve().parents[2] / "worlds"
config_path = worlds_dir / world_name / "config.toml"
with open(config_path, "rb") as f:
return tomllib.load(f)
async def game_loop() -> None:
"""Run periodic game tasks at TICK_RATE ticks per second."""
log.info("game loop started (%d ticks/sec)", TICK_RATE)
while True:
t0 = asyncio.get_event_loop().time()
clear_expired()
process_combat()
elapsed = asyncio.get_event_loop().time() - t0
sleep_time = TICK_INTERVAL - elapsed
if sleep_time > 0:
await asyncio.sleep(sleep_time)
def find_passable_start(world: World, start_x: int, start_y: int) -> tuple[int, int]:
"""Find a passable tile starting from (start_x, start_y) and searching outward.
Args:
world: The world to search in
start_x: Starting X coordinate
start_y: Starting Y coordinate
Returns:
Tuple of (x, y) for the first passable tile found
"""
# Try the starting position first
if world.is_passable(start_x, start_y):
return start_x, start_y
# Spiral outward from the starting position (wrapping)
for radius in range(1, 100):
for dx in range(-radius, radius + 1):
for dy in range(-radius, radius + 1):
# Only check the perimeter of the current radius
if abs(dx) != radius and abs(dy) != radius:
continue
x, y = world.wrap(start_x + dx, start_y + dy)
if world.is_passable(x, y):
return x, y
# Fallback to starting position if nothing found
return start_x, start_y
async def shell(
reader: telnetlib3.TelnetReader | telnetlib3.TelnetReaderUnicode,
writer: telnetlib3.TelnetWriter | telnetlib3.TelnetWriterUnicode,
) -> None:
"""Shell callback that handles player connection and command loop."""
_reader = cast(telnetlib3.TelnetReaderUnicode, reader)
_writer = cast(telnetlib3.TelnetWriterUnicode, writer)
assert _world is not None, "World must be initialized before accepting connections"
log.debug("new connection from %s", _writer.get_extra_info("peername"))
_writer.write("Welcome to the MUD!\r\n")
_writer.write("What is your name? ")
await _writer.drain()
name_input = await readline2(_reader, _writer)
if name_input is None or not name_input.strip():
_writer.close()
return
player_name = name_input.strip()
# Find a passable starting position (start at world center)
center_x = _world.width // 2
center_y = _world.height // 2
start_x, start_y = find_passable_start(_world, center_x, center_y)
# Create player
player = Player(
name=player_name,
x=start_x,
y=start_y,
writer=_writer,
reader=_reader,
)
# Register player
players[player_name] = player
log.info("%s connected at (%d, %d)", player_name, start_x, start_y)
_writer.write(f"\r\nWelcome, {player_name}!\r\n")
_writer.write("Type 'help' for commands or 'quit' to disconnect.\r\n\r\n")
await _writer.drain()
# Show initial map
await mudlib.commands.look.cmd_look(player, "")
# Command loop
while not _writer.is_closing():
_writer.write("mud> ")
await _writer.drain()
inp = await readline2(_reader, _writer)
if inp is None:
break
command = inp.strip()
if not command:
continue
# Dispatch command
await mudlib.commands.dispatch(player, command)
# Check if writer was closed by quit command
if _writer.is_closing():
break
# Clean up: remove from registry if still present
if player_name in players:
del players[player_name]
log.info("%s disconnected", player_name)
_writer.close()
async def run_server() -> None:
"""Start the MUD telnet server."""
global _world
# Generate world once at startup (cached to build/ after first run)
cache_dir = pathlib.Path(__file__).resolve().parents[2] / "build"
config = load_world_config()
world_cfg = config["world"]
log.info(
"loading world (seed=%d, %dx%d)...",
world_cfg["seed"],
world_cfg["width"],
world_cfg["height"],
)
t0 = time.monotonic()
_world = World(
seed=world_cfg["seed"],
width=world_cfg["width"],
height=world_cfg["height"],
cache_dir=cache_dir,
)
elapsed = time.monotonic() - t0
if _world.cached:
log.info("world loaded from cache in %.2fs", elapsed)
else:
log.info("world generated in %.2fs (cached for next run)", elapsed)
# Inject world into command modules
mudlib.commands.fly.world = _world
mudlib.commands.look.world = _world
mudlib.commands.movement.world = _world
# Load content-defined commands from TOML files
content_dir = pathlib.Path(__file__).resolve().parents[2] / "content" / "commands"
if content_dir.exists():
log.info("loading content from %s", content_dir)
content_commands = load_commands(content_dir)
for cmd_def in content_commands:
mudlib.commands.register(cmd_def)
log.debug("registered content command: %s", cmd_def.name)
# Load combat moves and register as commands
combat_dir = pathlib.Path(__file__).resolve().parents[2] / "content" / "combat"
if combat_dir.exists():
log.info("loading combat moves from %s", combat_dir)
register_combat_commands(combat_dir)
log.info("registered combat commands")
# connect_maxwait: how long to wait for telnet option negotiation (CHARSET
# etc) before starting the shell. default is 4.0s which is painful.
# MUD clients like tintin++ reject CHARSET immediately via MTTS, but
# telnetlib3 still waits for the full timeout. 0.5s is plenty.
server = await telnetlib3.create_server(
host="127.0.0.1", port=PORT, shell=shell, connect_maxwait=0.5
)
log.info("listening on 127.0.0.1:%d", PORT)
loop_task = asyncio.create_task(game_loop())
try:
while True:
await asyncio.sleep(3600)
except KeyboardInterrupt:
log.info("shutting down...")
loop_task.cancel()
server.close()
await server.wait_closed()