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]

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# World Manifest Reference
The file `world/manifest.toml` defines the world identity and spawn location. There is exactly one manifest per world.
## Fields
| Field | Type | Required | Description |
|-------|------|----------|-------------|
| `name` | string | Yes | World name (e.g. shown at login). |
| `spawn_room` | string | Yes | Full room ID where new characters and respawned dead characters appear (e.g. `"town:town_square"`). Must reference an existing room. |
## Example
```toml
name = "The Shattered Realm"
spawn_room = "town:town_square"
```
## Directory layout
The loader expects (under `world/`):
- `manifest.toml` — this file
- `races/*.toml` — race definitions (see `races/RACES.md`)
- `classes/*.toml` — class definitions (see `classes/CLASSES.md`)
- `guilds/*.toml` — guild definitions (see `guilds/GUILDS.md`)
- `spells/*.toml` — spell definitions (see `spells/SPELLS.md`)
- `<region>/` — one folder per region (e.g. `town/`), each containing:
- `region.toml` — region metadata (see `town/REGION.md`)
- `rooms/*.toml` — rooms (see `town/rooms/ROOMS.md`)
- `npcs/*.toml` — NPCs (see `town/npcs/NPCS.md`)
- `objects/*.toml` — objects (see `town/objects/OBJECTS.md`)
Folder names `races`, `classes`, `guilds`, and `spells` are reserved; other top-level directories are treated as regions.

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# Class TOML Reference
Each file in `world/classes/` defines one class. The filename (without `.toml`) becomes the class ID with prefix `class:` (e.g. `warrior.toml``class:warrior`).
## Top-level fields
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `name` | string | Yes | — | Display name of the class. |
| `description` | string | Yes | — | Short description shown in chargen. |
| `hidden` | boolean | No | `false` | If `true`, the class does not appear in character creation. Use for NPC-only classes (e.g. Peasant, Creature). |
| `guild` | string | No | — | Guild ID (e.g. `"guild:warriors_guild"`). If set, new characters who choose this class automatically join this guild at level 1 and receive that guilds base mana/endurance. |
## `[base_stats]` — Starting stats at level 1
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `max_hp` | integer | No | `0` | Base maximum HP before race/stat modifiers. |
| `attack` | integer | No | `0` | Base attack before modifiers. |
| `defense` | integer | No | `0` | Base defense before modifiers. |
## `[growth]` — Per-level gains
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `hp_per_level` | integer | No | `0` | HP added each level. |
| `attack_per_level` | integer | No | `0` | Attack added each level. |
| `defense_per_level` | integer | No | `0` | Defense added each level. |
## Minimal example (hidden NPC class)
```toml
name = "Peasant"
description = "A common folk with no particular training."
hidden = true
[base_stats]
max_hp = 50
attack = 4
defense = 4
[growth]
hp_per_level = 5
attack_per_level = 1
defense_per_level = 1
```
## Example with guild (playable class)
```toml
name = "Warrior"
description = "Masters of arms and armor."
guild = "guild:warriors_guild"
[base_stats]
max_hp = 120
attack = 14
defense = 12
[growth]
hp_per_level = 15
attack_per_level = 3
defense_per_level = 2
```

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# Guild TOML Reference
Each file in `world/guilds/` defines one guild. The filename (without `.toml`) becomes the guild ID with prefix `guild:` (e.g. `warriors_guild.toml``guild:warriors_guild`).
## Top-level fields
Put these **before** any `[section]` headers so they are not parsed as part of a table.
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `name` | string | Yes | — | Display name of the guild. |
| `description` | string | Yes | — | Short description. |
| `max_level` | integer | No | `50` | Maximum guild level. |
| `resource` | string | No | `"mana"` | Primary resource: `"mana"` or `"endurance"`. |
| `base_mana` | integer | No | `0` | Mana granted when joining (and per new member level if used). |
| `base_endurance` | integer | No | `0` | Endurance granted when joining. |
| `spells` | array of strings | No | `[]` | Spell IDs (e.g. `"spell:power_strike"`) this guild grants. Order can matter for display. |
| `min_player_level` | integer | No | `0` | Minimum character level required to join. |
| `race_restricted` | array of strings | No | `[]` | Race IDs (e.g. `"race:dragon"`) that cannot join this guild. |
## `[growth]` — Per guild-level gains
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `hp_per_level` | integer | No | `0` | HP per guild level. |
| `mana_per_level` | integer | No | `0` | Mana per guild level. |
| `endurance_per_level` | integer | No | `0` | Endurance per guild level. |
| `attack_per_level` | integer | No | `0` | Attack per guild level. |
| `defense_per_level` | integer | No | `0` | Defense per guild level. |
## Important: TOML layout
Top-level keys such as `spells`, `min_player_level`, and `race_restricted` must appear **before** the `[growth]` section. Otherwise they are parsed as part of `[growth]` and ignored.
## Example
```toml
name = "Warriors Guild"
description = "Masters of martial combat."
max_level = 50
resource = "endurance"
base_mana = 0
base_endurance = 50
spells = ["spell:power_strike", "spell:battle_cry", "spell:shield_wall", "spell:whirlwind"]
min_player_level = 0
race_restricted = []
[growth]
hp_per_level = 8
mana_per_level = 0
endurance_per_level = 5
attack_per_level = 2
defense_per_level = 1
```
## Spell IDs
Spell IDs are the spells file stem with prefix `spell:` (e.g. `world/spells/power_strike.toml``spell:power_strike`). Spells are defined in `world/spells/*.toml`; see `world/spells/SPELLS.md`.

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# Race TOML Reference
Each file in `world/races/` defines one race. The filename (without `.toml`) becomes the race ID with prefix `race:` (e.g. `human.toml``race:human`).
## Top-level fields
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `name` | string | Yes | — | Display name of the race. |
| `description` | string | Yes | — | Short description shown in chargen and elsewhere. |
| `metarace` | string | No | — | Category (e.g. `"animal"`, `"draconic"`). Used for flavour and filtering; NPCs without a fixed race are chosen from races that are not hidden (metarace does not exclude them from random NPC pool). |
| `hidden` | boolean | No | `false` | If `true`, the race does not appear in character creation. Use for NPC-only races (e.g. Beast). |
| `default_class` | string | No | — | Class ID (e.g. `"class:peasant"`) used as the default class for NPCs of this race when the NPC has no fixed class. Omit for “random compatible class” (e.g. Dragon). |
## `[stats]` — Stat modifiers
All values are integers applied as modifiers (e.g. +1, -2). Defaults are `0` if omitted.
| Field | Description |
|-------|-------------|
| `strength` | STR modifier. |
| `dexterity` | DEX modifier. |
| `constitution` | CON modifier. |
| `intelligence` | INT modifier. |
| `wisdom` | WIS modifier. |
| `perception` | PER modifier. |
| `charisma` | CHA modifier. |
## `[body]`
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `size` | string | No | `"medium"` | One of: `"tiny"`, `"small"`, `"medium"`, `"large"`, `"huge"`. Flavour and potential future rules. |
| `weight` | integer | No | `0` | Weight in arbitrary units. |
| `slots` | array of strings | No | humanoid default | Equipment slot names this race can use. If empty, default humanoid slots are used: `head`, `neck`, `torso`, `legs`, `feet`, `main_hand`, `off_hand`, `finger`, `finger`. |
## `[natural]` — Natural armor and attacks
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `armor` | integer | No | `0` | Natural armor bonus added to defense. |
### `[natural.attacks.<name>]`
Each key under `natural.attacks` defines one natural attack (e.g. `bite`, `claw`, `fire_breath`).
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `damage` | integer | No | `0` | Base damage. |
| `type` | string | No | `"physical"` | Damage type (e.g. `"physical"`, `"fire"`, `"magical"`). |
| `cooldown_ticks` | integer | No | — | If set, minimum ticks between uses of this attack. |
## `[resistances]`
Map of damage type → multiplier (float).
- `0.0` = immune
- `1.0` = normal
- `1.5` = vulnerable (e.g. 50% more damage)
- `< 1.0` = resistant (e.g. `0.5` = half damage)
Example: `fire = 0.0`, `cold = 1.5`, `physical = 0.7`
## `traits` and `disadvantages`
Top-level arrays of strings (free-form). Shown in chargen and used for flavour.
- `traits` — e.g. `["darkvision", "lucky"]`
- `disadvantages` — e.g. `["light_sensitivity"]`
## `[regen]` — Regeneration multipliers
Multipliers applied to passive HP/mana/endurance regen. Float; default `1.0`.
| Field | Description |
|-------|-------------|
| `hp` | HP regen multiplier. |
| `mana` | Mana regen multiplier. |
| `endurance` | Endurance regen multiplier. |
## `[guild_compatibility]`
Used when picking a random class for NPCs (and potentially future guild rules). Guild IDs in each list are string identifiers (e.g. `"guild:warriors_guild"`).
| Field | Description |
|-------|-------------|
| `good` | Guilds this race is well suited to. |
| `average` | Guilds with no special modifier. |
| `poor` | Guilds this race is poorly suited to. |
| `restricted` | Guilds this race cannot join. |
All default to empty arrays.
## `[misc]`
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `lifespan` | integer | No | — | Flavour lifespan. |
| `diet` | string | No | — | Flavour diet (e.g. `"omnivore"`, `"carnivore"`). |
| `xp_rate` | float | No | `1.0` | Multiplier for XP gain (e.g. `0.7` = slower leveling). |
| `natural_terrain` | array of strings | No | `[]` | Flavour terrain list. |
| `vision` | array of strings | No | `[]` | Vision types (e.g. `["normal", "darkvision", "infravision"]`). |
## Minimal example
```toml
name = "Human"
description = "Versatile and adaptable."
default_class = "class:peasant"
[stats]
charisma = 1
```
## Full example (excerpt)
See `dragon.toml` for a race using body slots, natural attacks, resistances, regen, and guild compatibility.

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# Spell TOML Reference
Each file in `world/spells/` defines one spell or skill. The filename (without `.toml`) becomes the spell ID with prefix `spell:` (e.g. `magic_missile.toml``spell:magic_missile`). Spells are referenced from guilds in `world/guilds/*.toml`.
## Top-level fields
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `name` | string | Yes | — | Display name. |
| `description` | string | Yes | — | Short description shown in `spells` and `guild info`. |
| `spell_type` | string | No | `"offensive"` | One of: `"offensive"`, `"heal"`, `"utility"`. Affects when and how the spell can be used (e.g. heal/utility out of combat; offensive usually in combat). |
| `damage` | integer | No | `0` | Base damage for offensive spells. |
| `heal` | integer | No | `0` | HP restored for heal spells. |
| `damage_type` | string | No | `"magical"` | Damage type (e.g. `"physical"`, `"fire"`, `"magical"`, `"holy"`, `"poison"`). |
| `cost_mana` | integer | No | `0` | Mana cost to cast. |
| `cost_endurance` | integer | No | `0` | Endurance cost to cast. |
| `cooldown_ticks` | integer | No | `0` | Ticks before the spell can be used again. |
| `casting_ticks` | integer | No | `0` | Ticks before the spell resolves (future use; currently casting is one tick). |
| `min_guild_level` | integer | No | `0` | Minimum guild level required to know/use this spell. |
| `effect` | string | No | — | Status effect kind applied (e.g. `"poison"`, `"regen"`, `"defense_up"`). |
| `effect_duration` | integer | No | `0` | Duration of the effect in ticks. |
| `effect_magnitude` | integer | No | `0` | Magnitude (e.g. damage per tick for poison, heal per tick for regen). |
## Spell types
- **offensive** — Deals damage to current combat target. Requires combat; blocked out of combat.
- **heal** — Restores HP. Can be used in or out of combat; out of combat resolves immediately.
- **utility** — Buffs, cleanses, etc. Can apply status effects; out of combat resolves immediately.
## Examples
**Offensive (mana):**
```toml
name = "Magic Missile"
description = "Hurl bolts of pure arcane energy."
spell_type = "offensive"
damage = 15
damage_type = "magical"
cost_mana = 10
cooldown_ticks = 1
min_guild_level = 1
```
**Heal:**
```toml
name = "Heal"
description = "Channel divine energy to mend wounds."
spell_type = "heal"
heal = 25
cost_mana = 15
cooldown_ticks = 2
min_guild_level = 1
```
**Utility with effect:**
```toml
name = "Battle Cry"
description = "A thunderous war shout that steels your resolve."
spell_type = "utility"
cost_endurance = 10
cooldown_ticks = 10
min_guild_level = 3
effect = "regen"
effect_duration = 5
effect_magnitude = 4
```
**Offensive with DoT:**
```toml
name = "Poison Blade"
description = "Coat your weapon with virulent toxin."
spell_type = "offensive"
damage = 8
damage_type = "poison"
cost_endurance = 10
cooldown_ticks = 6
min_guild_level = 3
effect = "poison"
effect_duration = 4
effect_magnitude = 3
```

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# Region TOML Reference
Each region is a directory under `world/` (e.g. `world/town/`) containing a `region.toml` file. The directory name is the region ID (e.g. `town`). Room, NPC, and object IDs in this region are prefixed with `"<region>:"` (e.g. `town:tavern`).
## Fields
| Field | Type | Required | Description |
|-------|------|----------|-------------|
| `name` | string | Yes | Display name of the region (e.g. for logs or future use). |
Additional keys (e.g. `description`) may be present in the file; only `name` is required by the loader.
## Example
```toml
name = "Thornwall"
description = "A fortified trading town at the crossroads of the known world."
```
## Region contents
Place TOML files in these subdirectories of the region folder:
- `rooms/*.toml` — room definitions (see `rooms/ROOMS.md`)
- `npcs/*.toml` — NPC definitions (see `npcs/NPCS.md`)
- `objects/*.toml` — object definitions (see `objects/OBJECTS.md`)
The server loads all regions whose folder contains a `region.toml` file.

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# NPC TOML Reference
Each file in a regions `npcs/` folder (e.g. `world/town/npcs/`) defines one NPC template. The NPC ID is `"<region>:<filename_stem>"` (e.g. `barkeep.toml` in region `town``town:barkeep`). Race and class are resolved at **spawn time** (and again on respawn if not fixed); omit them for random selection.
## Top-level fields
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `name` | string | Yes | — | Display name. |
| `description` | string | Yes | — | Shown when the player looks at or examines the NPC. |
| `room` | string | Yes | — | Full room ID where the NPC appears (e.g. `"town:tavern"`). |
| `base_attitude` | string | No | `"neutral"` | One of: `friendly`, `neutral`, `wary`, `aggressive`, `hostile`. Hostile NPCs auto-engage players in the room. |
| `faction` | string | No | — | Optional faction ID for attitude grouping. |
| `race` | string | No | — | Race ID (e.g. `"race:beast"`, `"race:human"`). If omitted, a random non-hidden race is chosen at each spawn/respawn. |
| `class` | string | No | — | Class ID (e.g. `"class:peasant"`, `"class:rogue"`). If omitted, the races `default_class` is used, or a random compatible non-hidden class. |
| `respawn_secs` | integer | No | — | If set, the NPC respawns this many seconds after death. Race/class are re-rolled on respawn unless fixed above. |
| `dialogue` | table | No | — | See below. |
| `combat` | table | No | — | If set, the NPC can be attacked and has combat stats. If omitted, the NPC has default combat stats when attacked. |
## `[dialogue]`
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `greeting` | string | No | — | Line shown when a player uses `talk` on this NPC (only if attitude allows talking). |
## `[combat]`
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `max_hp` | integer | Yes | — | Maximum HP. |
| `attack` | integer | Yes | — | Attack value. |
| `defense` | integer | Yes | — | Defense value. |
| `xp_reward` | integer | No | `0` | XP awarded when the NPC is killed. |
## Examples
**Fixed race/class (e.g. animal):**
```toml
name = "Giant Rat"
description = "A mangy rat the size of a small dog."
room = "town:cellar"
base_attitude = "hostile"
race = "race:beast"
class = "class:creature"
respawn_secs = 60
[combat]
max_hp = 25
attack = 6
defense = 2
xp_reward = 15
```
**Random race, fixed class (e.g. barkeep):**
```toml
name = "Grizzled Barkeep"
description = "A weathered man with thick forearms."
room = "town:tavern"
base_attitude = "friendly"
[dialogue]
greeting = "Welcome to The Rusty Tankard."
```
(No `race` or `class` → random race each spawn, default class from race, e.g. Peasant for humanoids.)
**Fixed class, random race:**
```toml
name = "Shadowy Thief"
description = "A cloaked figure lurking in the darkness."
room = "town:dark_alley"
base_attitude = "aggressive"
faction = "underworld"
class = "class:rogue"
respawn_secs = 90
[combat]
max_hp = 45
attack = 12
defense = 6
xp_reward = 35
```
## Display
`look <npc>` and `examine <npc>` show the NPCs **resolved** race and class (from the current spawn instance).

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# Object TOML Reference
Each file in a regions `objects/` folder (e.g. `world/town/objects/`) defines one object type. The object ID is `"<region>:<filename_stem>"` (e.g. `rusty_sword.toml` in region `town``town:rusty_sword`).
## Top-level fields
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `name` | string | Yes | — | Display name. |
| `description` | string | Yes | — | Shown when the player looks at or examines the object. |
| `room` | string | No | — | Full room ID where the object is placed (e.g. `"town:forge"`). If omitted, the object does not appear in the world until given by script or placed elsewhere. |
| `kind` | string | No | — | Flavour/legacy: e.g. `"weapon"`, `"armor"`, `"consumable"`. If `slot` is not set, `weapon``main_hand`, `armor``torso` for equip. |
| `slot` | string | No | — | Equipment slot name (e.g. `"main_hand"`, `"off_hand"`, `"torso"`, `"head"`). Must be a slot the equippers race has. If set, overrides `kind` for slot choice. |
| `takeable` | boolean | No | `false` | If `true`, players can take the object and put it in inventory. |
| `stats` | table | No | — | See `[stats]` below. |
## `[stats]`
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `damage` | integer | No | — | Weapon damage bonus when equipped in a weapon slot. |
| `armor` | integer | No | — | Armor bonus when equipped in an armor slot. |
| `heal_amount` | integer | No | — | HP restored when the object is **used** (consumable). The object is consumed on use. |
## Examples
**Weapon (explicit slot):**
```toml
name = "Rusty Sword"
description = "A battered iron blade with a cracked leather grip."
room = "town:cellar"
kind = "weapon"
slot = "main_hand"
takeable = true
[stats]
damage = 6
```
**Shield:**
```toml
name = "Iron Shield"
description = "A dented but serviceable round shield."
room = "town:forge"
slot = "off_hand"
takeable = true
[stats]
armor = 4
```
**Consumable:**
```toml
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
```
**Non-takeable (e.g. scenery):**
```toml
name = "Stone Fountain"
description = "A worn fountain, water trickling quietly."
room = "town:town_square"
takeable = false
```
## Equipment and races
- A race defines which slots it has (see `world/races/RACES.md`). Equipping fails if the race does not have the objects `slot`.
- If `slot` is omitted, `kind = "weapon"` defaults to `main_hand`, `kind = "armor"` to `torso`; other kinds have no default slot.
- Items are treated as fitting any race that has the slot (no size restriction).

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# Room TOML Reference
Each file in a regions `rooms/` folder (e.g. `world/town/rooms/`) defines one room. The room ID is `"<region>:<filename_stem>"` (e.g. `town_square.toml` in region `town``town:town_square`). Exits reference these full IDs.
## Top-level fields
| Field | Type | Required | Default | Description |
|-------|------|----------|---------|-------------|
| `name` | string | Yes | — | Room title shown to players. |
| `description` | string | Yes | — | Room description. Can be a multi-line string (`"""..."""`). |
| `exits` | table | No | `{}` | Map of direction → room ID. Direction keys are lowercase (e.g. `north`, `south`, `east`, `west`, `up`, `down`). Values are full room IDs (e.g. `"town:tavern"`). |
## Example
```toml
name = "Town Square"
description = """\
You stand in the heart of Thornwall. A worn stone fountain sits at the \
center, water trickling quietly. Cobblestone paths branch in every \
direction."""
[exits]
north = "town:tavern"
east = "town:market"
west = "town:temple"
south = "town:dark_alley"
```
## Notes
- NPCs and objects are placed in rooms via their own TOML: NPCs have a `room` field, objects have a `room` field. The server builds room contents from those references.
- Exits can point to rooms in other regions; use the full ID (e.g. `"dungeon:entrance"`).
- The world `manifest.toml` must list a valid `spawn_room` ID that exists.