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| author | historia <[not public]> | 2026-06-19 13:28:06 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-06-19 13:28:06 -0400 |
| commit | 3a58125d14bb307f861b38c6c5b0a63babde7e08 (patch) | |
| tree | bd89e866447d55e6dffd447d8ef5fabf9b8fbe9d /AGENTS.md | |
| parent | 575a71dcfed3b9fa44af244836f638a23df05a9a (diff) | |
| download | thehouseoficarus-3a58125d14bb307f861b38c6c5b0a63babde7e08.tar.gz | |
feat: all skills kind of implemented, random prototype content added
Diffstat (limited to 'AGENTS.md')
| -rw-r--r-- | AGENTS.md | 20 |
1 files changed, 19 insertions, 1 deletions
@@ -73,6 +73,17 @@ internal/ | `action_clean.go` | advanceClean — background clean action lifecycle | | `equip_stats.go` | playerEquipBonuses — sums all equipped items into one ItemStats | | `aggro.go` | checkAggro — aggressive mob attack on room enter | +| `cmd_bank.go` | handleBankInput — deposit/withdraw/browse in bank interface | +| `cmd_construct.go` | doConstruct — construction production command at workbench | +| `cmd_estate_directory.go` | startEstateDirectory, lookEstateDirectory — player house directory, homeowner scanning, teleport | +| `course.go` | CourseStore, CourseConfig, ObstacleDef, ObstacleInfo — agility course YAML loader, room-to-obstacle lookup, obstacleVerbs | +| `cmd_agility.go` | doObstacle — agility obstacle command handler | +| `action_agility.go` | startObstacle, advanceObstacle, obstacleFail, calcFailChance — 3-phase obstacle lifecycle | +| `hacking.go` | HackingMinigame interface, HackingSession, terminalDefs, handleHackingInput, endHacking, hackingXP | +| `hacking_wumpus.go` | WumpusGame — Hunt the Rogue AI (20-node dodecahedron, probes, hazards) | +| `hacking_mastermind.go` | MastermindGame — Code Breaker (4-digit cipher, 10 guesses, feedback) | +| `hacking_liars_dice.go` | LiarsDiceGame — Signal Bluff (hidden dice bidding vs AI, wilds, exact calls) | +| `cmd_jack.go` | doJack, findTerminalInRoom — jack into terminals command handler | ## Key Conventions @@ -199,6 +210,10 @@ Item and object YAML `color` fields also support gradient syntax: `color: "g:196 | `stoke [item]` | Add logs to existing fire for XP | | `walk <room_number>` | BFS pathfinding to a room by number | | `walk <directions>` | Direction sequence like `3n2e1u` (capped by agility level) | +| `construct` / `make [item]` | Construction: make planks or furniture at a workbench (Active, production system) | +| `bank` / `use bank` | Open bank interface at a bank booth (deposit, withdraw, browse, leave) | +| `scramble` / `jump` / `swing` / `balance` / `climb` / `crawl` / `vault` / `leap` / `slide` | Agility obstacle verbs (Active, per-room validation) | +| `jack` / `jackin [terminal]` | Jack into a terminal for hacking minigames (Active) | | `quit` | 10-tick rest sequence, then return to menu (blocked during combat) | ## Command Dispatch @@ -259,6 +274,7 @@ The `verbSkill` map maps verb → skill name for default target resolution: | `smithing` | smith | Smithing bars into items at anvil | | `cleaning` | clean | Cleaning grimy herbs (background action) | | `mixing` | mix | Mixing potions (Pharmacy) | +| `constructing` | construct/make | Construction via production system (workbench) | ### Behavior Types (YAML-driven) @@ -527,6 +543,8 @@ From `internal/net/server.go`: | `StateHowMany` | "How many?" production count prompt | | `StateSmithProduct` | Smith product selection with numbered table (#, name, or partial name input) | | `StateShop` | Buy/sell/browse in shop (buy, sell, browse, leave commands) | +| `StateBank` | Bank interface (deposit, withdraw, browse, leave commands) | +| `StateHacking` | Jacked into a terminal running a minigame | | `StateColorChoice` | New account color preference | ## Adding a New Skill @@ -568,7 +586,7 @@ The unified production cycle handles: "How many?" prompt, start message, timed l | Production | Cooking, Smithing, Crafting, Fletching, Pharmacy, Construction, Firemaking | | Utility | Agility | -Implemented: Mining, Fishing, Woodcutting, Firemaking, Cooking, Smithing (smelting + smithing), Fletching, Pharmacy (herb cleaning + potion mixing), Technology (25 techs, battery drain, 1-tick flicking, combat integration). The rest are stubs (skill defined, XP tracked, but no behaviors/objects/items yet). +Implemented: Mining, Fishing, Woodcutting, Firemaking, Cooking, Smithing (smelting + smithing), Fletching, Pharmacy (herb cleaning + potion mixing), Technology (25 techs, battery drain, 1-tick flicking, combat integration), Construction (planks, furniture, player houses), Agility (3 obstacle courses, 9 verbs, lap tracking), Hacking (3 minigames, terminals, StateHacking). The rest are stubs (skill defined, XP tracked, but no behaviors/objects/items yet). ## Places to Be Careful |
