Migration: consolidate Echo6 docs to cortex with full infrastructure cleanup sync
- Documents recent infrastructure cleanup (8 CTs destroyed, 35 DNS records removed, Headscale cleanup) - Adds 24 new runbooks covering Authentik, PeerTube, Meshtastic, RECON, Proxmox, Mailcow, Internet Archive, GPU routing - Adds project documentation for headscale, vaultwarden, peertube, matrix, mmud, advbbs, arr stack - Updates services.md, environment.md, caddy.md, authentik.md to match live infrastructure - Removes 4 deprecated runbook duplicates (canonical versions live in projects/) - Adds .gitignore for binary archives and editor temp files Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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projects/mmud/mmud-phase6-prompt.md
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# Task: MMUD Phase 6 — The Breach
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## Before Writing Any Code
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Re-read these sections of `/home/zvx/projects/mmud/docs/planned.md`:
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- The Breach — Mid-Epoch Event (Day 15) (all of it — 4 mini-events, endgame interaction, design rationale)
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- Breach secrets (the 3 breach-type secrets)
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Also re-read `config.py` for: BREACH_ROOMS_MIN/MAX, BREACH_CONNECTS_FLOORS, BREACH_SECRETS, BREACH_MINI_EVENTS, EMERGENCE_HP, INCURSION_REGEN/HOLD_HOURS.
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Phase 4 already generates the Breach zone (breachgen.py) and Phase 4's daytick.py already handles the day 15 trigger and days 12-13 foreshadowing. Phase 4's breach.py has basic state management. This phase wires the full runtime logic for all 4 mini-events.
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## Phase 6 Deliverables
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The Breach opens on day 15 with a random mini-event. Each of the 4 types plays differently. The Breach interacts with whichever endgame mode is active.
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### 1. Breach Activation (verify/extend existing)
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The day 15 trigger should already be in daytick.py. Verify it:
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- Day 12-13: barkeep foreshadowing broadcasts from DCRG: "The walls grow thin between the second and third depths. Something stirs."
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- Day 15: Breach opens. Set `breach.active = 1`. Open the room exits connecting Breach zone to floors 2 and 3. Broadcast from DCRG: "⚡ The ground splits. A new passage has opened between Floors 2 and 3. Strange light pours from within."
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- Players can now enter Breach rooms via the new exits from floors 2 and 3.
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- The permanent shortcut between floors 2 and 3 persists for the rest of the epoch.
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### 2. Mini-Event: The Heist (mini Retrieve & Escape)
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`src/systems/breach_heist.py` (new file)
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- Artifact in the deepest Breach room, guarded by the Breach mini-boss.
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- Kill mini-boss → claim artifact. Carrier must bring it back to town.
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- Pursuer spawns (slower, Breach-only — only operates within the 5-8 Breach rooms + the floors 2-3 connection).
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- If carrier dies, artifact drops. Any player can pick up.
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- Relay mechanics same as R&E but compressed — 5-8 rooms, not 4 floors.
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- 3 Breach secrets scattered along the escape route. Found under pressure.
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- Completion: artifact delivered to town. Breach rewards distributed. Broadcast from DCRG: "🏆 The artifact has been extracted from the Breach!"
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Reuse as much R&E logic from Phase 5 as possible — shared carrier/pursuer/relay patterns.
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### 3. Mini-Event: The Emergence (mini Raid Boss)
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`src/systems/breach_emergence.py` (new file)
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- Creature with shared HP pool (500-800 HP, `EMERGENCE_HP_MIN/MAX`) sits in central Breach room.
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- Surrounding rooms spawn minions on a timer (respawn every 8 hours).
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- Same chip-and-run combat as bounties/raid boss. Regen at 3%/8h.
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- 3 Breach secrets are in the minion rooms — discovered while contributing to the kill.
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- Completion: creature HP reaches 0. Broadcast: "🏆 The Breach creature has been destroyed!"
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Reuse raid boss combat framework from Phase 5.
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### 4. Mini-Event: The Incursion (mini Hold the Line)
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`src/systems/breach_incursion.py` (new file)
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- Breach rooms start fully hostile. Regen at 2 rooms/day (`INCURSION_REGEN_ROOMS_PER_DAY`) within just 5-8 rooms.
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- Players must clear ALL Breach rooms and hold them all for 48 hours (`INCURSION_HOLD_HOURS`).
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- If any room reverts during the hold timer, the clock resets.
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- 3 Breach secrets behind the hardest rooms, found as part of the push.
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- Track hold start time in `breach.incursion_hold_started_at`. On each regen tick, check if any Breach room reverted — if so, reset the timer.
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- Completion: 48 hours with all rooms held. Broadcast: "🏆 The Breach has been secured! The incursion is contained."
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Reuse HtL room clearing/regen logic from Phase 5.
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### 5. Mini-Event: The Resonance (puzzle dungeon)
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`src/systems/breach_resonance.py` (new file)
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- No combat focus. Breach rooms contain environmental puzzles.
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- 3 Breach secrets ARE the puzzle rewards. Finding all 3 unlocks a bonus cache in the deepest room.
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- Puzzles are generated in Phase 4 (breachgen already places Breach secrets). This phase adds the interaction logic:
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- `examine` objects in Breach rooms triggers puzzle checks
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- Puzzle state tracked per-player in secret_progress
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- Sequence puzzles, item-interaction puzzles, cross-room clue puzzles (use the same multi-room puzzle archetypes from the main dungeon)
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- Completion: all 3 Breach secrets found by any player(s). Bonus cache unlocked. Broadcast: "🏆 The Resonance has been understood. The Breach yields its secrets."
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Soloable by nature — knowledge not stats.
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### 6. Breach Interaction with Endgame Modes
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Regardless of which mini-event is running, the Breach benefits the active endgame mode:
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- **Retrieve & Escape:** The Breach shortcut (floors 2↔3) becomes an alternate escape route. Carrier can path through it. Shorter but Breach content (mini-boss, minions, etc.) may still be there.
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- **Raid Boss:** Breach completion (any mini-event) drops a buff item granting +20% damage vs the raid boss for the rest of the epoch. Add to player inventory on Breach completion.
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- **Hold the Line:** Breach rooms count as bonus territory toward checkpoint progress on both floors 2 and 3. Cleared Breach rooms contribute to the cleared room count for both floor 2 and floor 3 checkpoints.
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### 7. Breach Secret Integration
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Verify that the 3 Breach secrets work with the existing discovery system:
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- `secrets` command includes Breach secrets in the count after day 15
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- Secret milestones (5/10/15/20) fire correctly with Breach secrets included
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- Barkeep hints for Breach secrets only available after day 15
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- Breach secrets contribute to the completionist reward (all 20 found)
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## Rules
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- All responses under 150 chars.
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- All Breach broadcasts route through DCRG.
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- Breach mini-event is always random (selected at epoch gen, never voted).
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- Reuse combat/territory frameworks from Phase 5 — don't duplicate code.
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- Breach content is inaccessible before day 15. Exits to Breach rooms don't exist until activation.
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- Use constants from `config.py`.
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- Commit after each mini-event works.
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## Testing
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Add to `tests/`:
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- `tests/test_breach_activation.py` — day 15 trigger, foreshadowing on days 12-13, exits open, Breach accessible, inaccessible before day 15
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- `tests/test_breach_heist.py` — mini-boss, artifact claim, mini-pursuer, relay, completion, secrets under pressure
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- `tests/test_breach_emergence.py` — shared HP pool, minion respawn, chip-and-run, completion, secrets in minion rooms
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- `tests/test_breach_incursion.py` — room clearing, regen within Breach, 48h hold timer, timer reset on revert, completion
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- `tests/test_breach_resonance.py` — puzzle interaction, secret discovery, bonus cache unlock, no combat required
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- `tests/test_breach_endgame.py` — R&E shortcut, raid boss damage buff, HtL bonus territory
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Use in-memory SQLite for tests. Generate full epoch with DummyBackend for each test.
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## Done When
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The Breach opens on day 15 with one of four randomly selected mini-events. Each mini-event is playable end-to-end with its own win condition. Breach secrets integrate cleanly with the discovery system. The Breach interacts with whichever endgame mode is active. All broadcasts route through DCRG. All responses under 150 chars, all tests passing. Commit and report.
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This is the final gameplay phase. After this, the full 30-day epoch loop is complete: epoch generates → players explore and progress → Breach opens day 15 → endgame mode pushes through days 20-30 → epoch vote → wipe → new epoch.
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