10 Commits

Author SHA1 Message Date
AI Agent
1f4955db82 Implement weather and time of day system
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2026-03-19 16:58:06 -06:00
AI Agent
0722a2f1d7 Implement currency, shops, and enhanced NPC interaction system 2026-03-17 13:31:33 -06:00
AI Agent
4e41038555 Implement Lawold capital city: 49 rooms, 59 NPCs, and full world integration
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2026-03-16 13:51:36 -06:00
AI Agent
98967ebe59 Add world content: warden class, druids guild, sylvan race, town expansion, whispering_woods region
Made-with: Cursor
2026-03-14 17:24:09 -06:00
AI Agent
3a51ad115e gemini added rooms 2026-03-14 17:16:32 -06:00
AI Agent
e5e7057650 Add TOML reference docs for all world data types
- world/MANIFEST.md: manifest.toml and directory layout
- world/races/RACES.md: race schema (stats, body, natural, resistances, etc.)
- world/classes/CLASSES.md: class schema (base_stats, growth, hidden, guild)
- world/guilds/GUILDS.md: guild schema and [growth]
- world/spells/SPELLS.md: spell schema and types
- world/town/REGION.md: region.toml
- world/town/rooms/ROOMS.md: room schema and exits
- world/town/npcs/NPCS.md: NPC schema, race/class resolution
- world/town/objects/OBJECTS.md: object schema and [stats]

Made-with: Cursor
2026-03-14 16:40:09 -06:00
AI Agent
7b6829b1e8 Give every NPC a race and class, resolved at spawn time
NPCs can now optionally specify race and class in their TOML. When
omitted, race is randomly selected from non-hidden races and class is
determined by the race's default_class or picked randomly from
compatible non-hidden classes. Race/class are re-rolled on each
respawn for NPCs without fixed values, so killing the barkeep may
bring back a different race next time.

New hidden content (excluded from character creation):
- Beast race: for animals (rats, etc.) with feral stats and no
  equipment slots
- Peasant class: weak default for humanoid NPCs
- Creature class: default for beasts/animals

Existing races gain default_class fields (humanoids → peasant,
beast → creature, dragon → random compatible). Look and examine
commands now display NPC race and class.

Made-with: Cursor
2026-03-14 16:32:27 -06:00
AI Agent
005c4faf08 Flexible race system with slot-based equipment and dragon race
- Expand race TOML schema: 7 stats, body shape (size/weight/custom slots),
  natural armor and attacks with damage types, resistances, traits/disadvantages,
  regen multipliers, vision types, XP rate, guild compatibility
- Replace equipped_weapon/equipped_armor with slot-based HashMap<String, Object>
- Each race defines available equipment slots; default humanoid slots as fallback
- Combat uses natural weapons/armor from race when no gear equipped
- DB migration from old weapon/armor columns to equipped_json
- Add Dragon race: huge body, custom slots (forelegs/wings/tail), fire breath,
  natural armor 8, fire immune, slow XP rate for balance
- Update all existing races with expanded fields (traits, resistances, vision, regen)
- Objects gain optional slot field; kind=weapon/armor still works as fallback
- Update chargen to display race traits, size, natural attacks, vision
- Update stats display to show equipment and natural bonuses separately
- Update TESTING.md and AGENTS.md with race/slot system documentation

Made-with: Cursor
2026-03-14 15:37:20 -06:00
AI Agent
680f48477e 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
2026-03-14 13:58:22 -06:00
AI Agent
c82f57a720 Initial commit: SSH MUD server with data-driven world
Rust-based MUD server accepting SSH connections on port 2222.
Players connect with any SSH client, get dropped into a
data-driven world loaded from TOML files at startup.

Binary systems: SSH handling (russh), command parser, game state,
multiplayer broadcast, ANSI terminal rendering.

Data layer: world/ directory with regions, rooms, NPCs, and objects
defined as individual TOML files — no recompile needed to modify.

Commands: look, movement (n/s/e/w/u/d), say, who, help, quit.
Made-with: Cursor
2026-03-14 13:24:34 -06:00