Files
mudserver/AGENTS.md
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

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Markdown

# Agent Guidelines — MUD Server
Instructions for AI coding agents working on this codebase.
## Project Overview
This is a Rust MUD server that accepts SSH connections. The architecture separates the binary server/game engine from data-driven world content defined in TOML files.
**Key design decisions:**
- Game runs on a **tick-based loop** (~3s). Combat, status effects, NPC AI, and regen resolve on ticks, not on player input.
- Any NPC can be attacked. Hostility is a consequence system, not a permission system.
- Status effects persist in the database and continue ticking while players are offline.
- The `GameDb` trait abstracts the database backend (currently SQLite).
- World data is loaded from TOML at startup. Content changes don't require recompilation.
- **Races are deeply data-driven**: body shape, equipment slots, natural weapons/armor, resistances, traits, regen rates — all defined in TOML. A dragon has different slots than a human.
- **Equipment is slot-based**: each race defines available body slots. Items declare their slot. The engine validates compatibility at equip time.
- **Items magically resize** — no size restrictions. A dragon can wield a human sword.
## Architecture
```
src/
├── main.rs Entry point: arg parsing, world/db init, tick spawn, SSH listen
├── lib.rs Library crate — exports all modules for shared use by mudserver + mudtool
├── ssh.rs russh server/handler: connection lifecycle, chargen flow, command dispatch
├── game.rs Core runtime state: Player, GameState, SharedState, XorShift64 RNG
├── commands.rs Player command parsing and execution (immediate + queued actions)
├── combat.rs Tick-based combat resolution: attack, defend, flee, item use
├── tick.rs Background tick engine: NPC AI, combat rounds, effects, respawns, regen
├── admin.rs Admin command implementations
├── chargen.rs Character creation state machine
├── db.rs GameDb trait + SqliteDb implementation
├── world.rs TOML schema types, runtime types, World::load()
├── ansi.rs ANSI escape code helpers
└── bin/
└── mudtool.rs External DB management tool (CLI + TUI)
```
## Concurrency Model
- `SharedState` = `Arc<Mutex<GameState>>` (tokio mutex)
- The tick engine and SSH handlers both lock `GameState`. Locks are held briefly.
- Player output from ticks is collected into a `HashMap<pid, String>`, then sent after dropping the lock.
- Never hold the game state lock across `.await` points that involve network I/O.
## How Combat Works
1. Player types `attack <npc>` → enters `CombatState` with `action: Some(Attack)`
2. Player can queue a different action before the tick fires (`defend`, `flee`, `use <item>`)
3. Tick engine iterates all players in combat, calls `combat::resolve_combat_tick()`
4. Resolution: execute player action → NPC counter-attacks → check death → clear action
5. If no action was queued, default is `Attack`
6. NPC auto-aggro: hostile NPCs initiate combat with players in their room on each tick
## How Status Effects Work
- Stored in `status_effects` table: `(player_name, kind, remaining_ticks, magnitude)`
- `tick_all_effects()` decrements all rows, returns them, then deletes expired ones
- Online players: HP modified in-memory + saved to DB
- Offline players: HP modified directly in `players` table via DB
- Effects cleared on player death
## Adding New Features
### New command
1. Add handler function in `commands.rs` (follow `cmd_*` pattern)
2. Add match arm in the `execute()` dispatch
3. If it's a combat action, queue it on `combat.action` instead of executing immediately
4. Update `cmd_help()` text
5. Add to TESTING.md checklist
### New status effect kind
1. Add a match arm in `tick.rs` under the effect processing loop
2. Handle both online (in-memory) and offline (DB-only) players
3. The `kind` field is a free-form string — no enum needed
### New NPC behavior
1. NPC AI runs in `tick.rs` at the top of the tick cycle
2. Currently: hostile NPCs auto-engage players in their room
3. Add new behaviors there (e.g. NPC movement, dialogue triggers)
### New race
1. Create `world/races/<name>.toml` — see `dragon.toml` for a complex example
2. Required: `name`, `description`
3. All other fields have sensible defaults via `#[serde(default)]`
4. Key sections: `[stats]` (7 stats), `[body]` (size, weight, slots), `[natural]` (armor, attacks), `[resistances]`, `[regen]`, `[misc]`, `[guild_compatibility]`
5. `traits` and `disadvantages` are free-form string arrays
6. If `[body] slots` is empty, defaults to humanoid slots
7. Natural attacks: use `[natural.attacks.<name>]` with `damage`, `type`, optional `cooldown_ticks`
8. Resistances: damage_type → multiplier (0.0 = immune, 1.0 = normal, 1.5 = vulnerable)
9. `xp_rate` modifies XP gain (< 1.0 = slower leveling, for powerful races)
### New equipment slot
1. Add the slot name to a race's `[body] slots` array
2. Create objects with `slot = "<slot_name>"` in their TOML
3. The `kind` field (`weapon`/`armor`) still works as fallback for `main_hand`/`torso`
4. Items can also have an explicit `slot` field to target any slot
### New world content
1. Add TOML files under `world/<region>/` — no code changes needed
2. NPCs without a `[combat]` section get default stats (20hp/4atk/2def/5xp)
3. Room IDs are `<region_dir>:<filename_stem>`
4. Cross-region exits work — just reference the full ID
### New DB table
1. Add `CREATE TABLE IF NOT EXISTS` in `SqliteDb::open()`
2. Add trait methods to `GameDb`
3. Implement for `SqliteDb`
4. Update `mudtool` if the data should be manageable externally
## Conventions
- **No unnecessary comments.** Don't narrate what code does. Comments explain non-obvious intent only.
- **KISS.** Don't add abstraction layers unless there's a concrete second use case.
- **Borrow checker patterns:** This codebase frequently needs to work around Rust's borrow rules when mutating `GameState`. Common pattern: read data into locals, drop the borrow, then mutate. See `cmd_attack` for examples.
- **ANSI formatting:** Use helpers in `ansi.rs`. Don't hardcode escape codes elsewhere.
- **Error handling:** Game logic uses `Option`/early-return patterns, not `Result` chains. DB errors are silently swallowed (logged at debug level) — the game should not crash from a failed DB write.
- **Testing:** There is no automated test suite. `TESTING.md` contains a manual checklist and smoke test script. Run through relevant sections before committing.
## Common Pitfalls
- **Holding the lock too long:** `state.lock().await` grabs a tokio mutex. If you `.await` network I/O while holding it, the tick engine and all other players will block. Collect data, drop the lock, then send.
- **Borrow splitting:** `GameState` owns `world`, `players`, `npc_instances`, and `db`. You can't borrow `players` mutably while also reading `world` through the same `&mut GameState`. Extract what you need from `world` first.
- **Tick engine ordering:** The tick processes in this order: respawns → NPC aggro → combat rounds → status effects → passive regen → send messages. Changing this order can create bugs (e.g. regen before combat means players heal before taking damage).
- **Offline player effects:** Status effects tick in the DB for ALL players. If you add a new effect, handle both the online path (modify in-memory player) and offline path (load/modify/save via `SavedPlayer`).
## Build & Run
```bash
cargo build
./target/debug/mudserver --world ./world --db ./mudserver.db --port 2222
ssh testplayer@localhost -p 2222
```
## Git
- Remote: `https://git.coven.systems/lily/mudserver`
- Commit messages: imperative mood, explain why not what
- Update `TESTING.md` when adding features
- Run through the relevant test checklist sections before pushing