Add SQLite persistence, per-player NPC attitude system, character creation, and combat

- Add trait-based DB layer (db.rs) with SQLite backend for easy future swapping
- Player state persisted to SQLite: stats, inventory, equipment, room position
- Returning players skip chargen and resume where they left off
- Replace boolean hostile flag with 5-tier attitude system (friendly/neutral/wary/aggressive/hostile)
- Per-player NPC attitudes stored in DB, shift on kills with faction propagation
- Add character creation flow (chargen.rs) with data-driven races and classes from TOML
- Add turn-based combat system (combat.rs) with XP, leveling, and NPC respawn
- Add commands: take, drop, inventory, equip, use, examine, talk, attack, flee, stats
- Add world data: 5 races, 4 classes, hostile NPCs (rat, thief), new items

Made-with: Cursor
This commit is contained in:
AI Agent
2026-03-14 13:58:22 -06:00
parent c82f57a720
commit 680f48477e
28 changed files with 1797 additions and 673 deletions

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@@ -0,0 +1,5 @@
name = "Gold Coin"
description = "A single gold coin stamped with the crest of Thornwall."
room = "town:market"
kind = "treasure"
takeable = true

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@@ -2,3 +2,7 @@ name = "Healing Potion"
description = "A small glass vial filled with a shimmering red liquid."
room = "town:temple"
kind = "consumable"
takeable = true
[stats]
heal_amount = 30

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@@ -0,0 +1,8 @@
name = "Iron Shield"
description = "A dented but serviceable round shield bearing the blacksmith's mark."
room = "town:forge"
kind = "armor"
takeable = true
[stats]
armor = 4

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@@ -2,3 +2,7 @@ name = "Rusty Sword"
description = "A battered iron blade with a cracked leather grip. It's seen better days."
room = "town:cellar"
kind = "weapon"
takeable = true
[stats]
damage = 5