project documentation ===================== reading guide: start with DREAMBOOK.md for vision, then architecture-plan.txt for the big picture, then object-model.rst for the core data model. everything else builds on those three. vision ------ - ``DREAMBOOK.md`` — vision, philosophy, wild ideas - ``docs/why/telnet-first.txt`` — why telnet as the protocol - ``docs/why/text-worlds.txt`` — why text worlds matter engine ------ read architecture-plan first (big picture), then object-model (core hierarchy). zones/things build on object-model. commands/terrain/persistence/prompt are mostly standalone subsystems. - ``docs/how/architecture-plan.txt`` — engine/content boundary, mode stack, entity model, game loop (start here) - ``docs/how/object-model.rst`` — object hierarchy, containment, verbs, location system (core data model) - ``docs/how/zones-and-building.rst`` — zones as spatial unit, procedural overworld, player homes (builds on object-model) - ``docs/how/things-and-building.rst`` — interactive objects, python class decorators (builds on object-model) - ``docs/how/commands.txt`` — command registration, async handlers, aliases, mode filtering - ``docs/how/terrain-generation.txt`` — perlin noise, elevation thresholds, river tracing - ``docs/how/persistence.txt`` — SQLite storage, what's persisted vs runtime - ``docs/how/prompt-system.txt`` — modal prompts, color markup, per-player customization combat ------ - ``docs/how/combat.rst`` — state machine, TOML-defined moves, timing windows interactive fiction ------------------- if-journey.rst is the master doc. everything else is supporting material (audits, implementation details, performance work, design plans). - ``docs/how/if-journey.rst`` — master IF doc: five integration levels, audit findings, milestones (start here) - ``docs/how/if-terminal.txt`` — level 1: dfrotz subprocess, spectator broadcasting - ``docs/how/if-integration.txt`` — original IF research (predates audits) - ``docs/how/viola-embedding-audit.rst`` — viola interpreter audit - ``docs/how/zvm-embedding-audit.rst`` — zvm interpreter audit - ``docs/how/mojozork-audit.rst`` — MojoZork multiplayer C implementation audit - ``docs/how/zmachine-performance.rst`` — profiling, optimization (cold-start 4720ms to 786ms) - ``docs/how/multiplayer-zmachine-design.rst`` — level 4 multiplayer design - ``docs/plans/zmachine-game-compatibility.rst`` — game test plan for interpreter research -------- - ``docs/how/mudlib-landscape.txt`` — survey of MUD architectures (Diku, MOO, LPC, evennia) - ``docs/how/mud-ecosystem.txt`` — catalog of engines, clients, protocols - ``docs/how/dsls.md`` — scripting language catalog (MOO, LPC, MUSH) with examples - ``docs/research/dbzfe_notes.rst`` — DBZFE MUD reference notes - ``docs/research/dbzfe.log`` — sample MUD output - ``docs/research/dbzfe.tin`` — TinTin++ config lessons ------- - ``docs/lessons/charset-vs-mtts.txt`` — telnet CHARSET negotiation hang, MTTS workaround - ``docs/lessons/dfrotz-prompt-detection.txt`` — dfrotz prompt format varies, detection logic - ``docs/how/utf8-design-lesson.rst`` — ASCII bias in UTF-8, international MUD implications - ``docs/how/zmachine-garbled-output-investigation.rst`` — string decoding corruption debug trace plans ----- - ``docs/plans/roadmap.rst`` — master plan: 12 phases from object model through DSL (start here) - ``docs/plans/if-terminal.txt`` — level 1 IF architecture design (predates implementation) - ``docs/plans/zmachine-game-compatibility.rst`` — game test plan for interpreter