Commit Graph

9 Commits

Author SHA1 Message Date
AI Agent
9c286823e6 Update TESTING.md to include prerequisites for running tests, specifying the need for the Rust toolchain and SSH client.
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Smoke tests / Build and smoke test (push) Failing after 0s
2026-03-14 18:06:54 -06:00
AI Agent
09ff51c2b0 sometests 2026-03-14 17:54:12 -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
598360ac95 Implement guild system with multi-guild, spells, and combat casting
- Guild data model: world/guilds/*.toml defines guilds with stat growth,
  resource type (mana/endurance), spell lists, level caps, and race
  restrictions. Spells are separate files in world/spells/*.toml.

- Player resources: mana and endurance pools added to PlayerStats with
  DB migration. Passive regen for mana/endurance when out of combat.

- Guild commands: guild list/info/join/leave with multi-guild support.
  spells/skills command shows available spells per guild level.

- Spell casting: cast command works in and out of combat. Offensive
  spells queue as CombatAction::Cast and resolve on tick. Heal/utility
  spells resolve immediately out of combat. Mana/endurance costs,
  cooldowns, and damage types all enforced.

- Chargen integration: classes reference a guild via TOML field. On
  character creation, player auto-joins the seeded guild at level 1.
  Class selection shows "→ joins <Guild>" hint.

- Look command: now accepts optional target argument to inspect NPCs
  (stats/attitude), objects, exits, players, or inventory items.

- 4 guilds (warriors/rogues/mages/clerics) and 16 spells created for
  the existing class archetypes.

Made-with: Cursor
2026-03-14 16:13:10 -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
5fd2c10198 Implement tick-based game loop, combat overhaul, and attack-any-NPC
Replace immediate combat with a 3-second tick engine that resolves
actions, NPC AI, status effects, respawns, and passive regeneration.
Players queue combat actions (attack/defend/flee/use) that resolve on
the next tick. Any NPC can now be attacked — non-hostile targets incur
attitude penalties instead of being blocked. Status effects persist in
the database and continue ticking while players are offline.

Made-with: Cursor
2026-03-14 15:12:44 -06:00
AI Agent
a083c38326 Update tests: status effects persist across sessions and tick while offline
Made-with: Cursor
2026-03-14 14:36:13 -06:00
AI Agent
1d344225d3 Update test checklist for tick-based combat and status effect systems
Add test cases for: tick engine lifecycle, tick-based combat resolution,
NPC AI auto-engage, defend command, queued flee/use, status effects
(poison, regen, expiration), passive HP regen, combat RNG variance,
and movement lockout during combat. Update smoke test with tick-timing test.

Made-with: Cursor
2026-03-14 14:34:00 -06:00
AI Agent
e7aac6d1dd Add admin system, registration gate, mudtool database editor, and test checklist
- Add is_admin flag to player DB schema with migration for existing databases
- Add server_settings table for key-value config (registration_open, etc.)
- Add 10 in-game admin commands: promote, demote, kick, teleport, registration,
  announce, heal, info, setattitude, list — all gated behind admin flag
- Registration gate: new players rejected when registration_open=false,
  existing players can still reconnect
- Add mudtool binary with CLI mode (players/settings/attitudes CRUD) and
  interactive ratatui TUI with tabbed interface for database management
- Restructure to lib.rs + main.rs so mudtool shares DB code with server
- Add TESTING.md with comprehensive pre-commit checklist and smoke test script
- Stats and who commands show [ADMIN] badge; help shows admin section for admins

Made-with: Cursor
2026-03-14 14:24:03 -06:00