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
This commit is contained in:
AI Agent
2026-03-14 16:13:10 -06:00
parent bdd1a85ea2
commit 598360ac95
33 changed files with 1082 additions and 48 deletions

View File

@@ -223,33 +223,60 @@ pub async fn run_tick_engine(state: SharedState) {
}
}
// --- Tick cooldowns for all online players ---
let cd_pids: Vec<usize> = st.players.keys().copied().collect();
for pid in cd_pids {
if let Some(conn) = st.players.get_mut(&pid) {
conn.player.cooldowns.retain(|_, cd| {
*cd -= 1;
*cd > 0
});
}
}
// --- Passive regen for online players not in combat ---
if tick % REGEN_EVERY_N_TICKS == 0 {
let regen_pids: Vec<usize> = st
.players
.iter()
.filter(|(_, c)| {
c.combat.is_none() && c.player.stats.hp < c.player.stats.max_hp
})
.filter(|(_, c)| c.combat.is_none())
.map(|(&id, _)| id)
.collect();
for pid in regen_pids {
if let Some(conn) = st.players.get_mut(&pid) {
let heal =
(conn.player.stats.max_hp * REGEN_PERCENT / 100).max(1);
let old = conn.player.stats.hp;
conn.player.stats.hp =
(conn.player.stats.hp + heal).min(conn.player.stats.max_hp);
let healed = conn.player.stats.hp - old;
if healed > 0 {
messages.entry(pid).or_default().push_str(&format!(
"\r\n {} You recover {} HP. ({}/{})\r\n",
ansi::color(ansi::DIM, "~~"),
healed,
conn.player.stats.hp,
conn.player.stats.max_hp,
));
let s = &mut conn.player.stats;
let mut regen_msg = String::new();
// HP regen
if s.hp < s.max_hp {
let heal = (s.max_hp * REGEN_PERCENT / 100).max(1);
let old = s.hp;
s.hp = (s.hp + heal).min(s.max_hp);
let healed = s.hp - old;
if healed > 0 {
regen_msg.push_str(&format!(
"\r\n {} You recover {} HP. ({}/{})",
ansi::color(ansi::DIM, "~~"), healed, s.hp, s.max_hp,
));
}
}
// Mana regen
if s.mana < s.max_mana {
let regen = (s.max_mana * REGEN_PERCENT / 100).max(1);
s.mana = (s.mana + regen).min(s.max_mana);
}
// Endurance regen
if s.endurance < s.max_endurance {
let regen = (s.max_endurance * REGEN_PERCENT / 100).max(1);
s.endurance = (s.endurance + regen).min(s.max_endurance);
}
if !regen_msg.is_empty() {
regen_msg.push_str("\r\n");
messages.entry(pid).or_default().push_str(&regen_msg);
}
}
st.save_player_to_db(pid);