python mudlib using telnetlib3
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Jared Miller f6686fe52c
Add tintin combat aliases
Adds single-key aliases for combat moves: pr/pl for punches, o for
sweep, r for roundhouse, f/v for parries, dr/dl for dodges.
2026-02-07 21:16:28 -05:00
.claude Update agent config with new notes 2026-02-07 14:48:24 -05:00
content Add data-driven combat system with TOML move definitions 2026-02-07 21:16:12 -05:00
docs Add combat system design documentation 2026-02-07 20:47:41 -05:00
scripts Add a map renderer 2026-02-07 13:38:32 -05:00
src/mudlib Add data-driven combat system with TOML move definitions 2026-02-07 21:16:12 -05:00
tests Add data-driven combat system with TOML move definitions 2026-02-07 21:16:12 -05:00
worlds/earth Add seed-based terrain world with movement and viewport 2026-02-07 13:27:44 -05:00
.gitignore Add worktrees to gitignore 2026-02-07 13:46:22 -05:00
demo_terrain.py Add seed-based terrain world with movement and viewport 2026-02-07 13:27:44 -05:00
DREAMBOOK.md Add a dreambook 2026-02-07 12:19:49 -05:00
justfile Add a map renderer 2026-02-07 13:38:32 -05:00
mud.tin Add tintin combat aliases 2026-02-07 21:16:28 -05:00
pyproject.toml Exclude worktrees in pyproject 2026-02-07 16:33:03 -05:00
README.md Add a simple README 2026-02-07 15:42:07 -05:00
uv.lock Update telnetlib3 2026-02-07 12:21:59 -05:00

mudlib

A telnet MUD engine. No client needed — just telnet and you're in.

Built on telnetlib3, Python 3.12+, managed with uv.

Quickstart

uv sync
just run

Then connect: telnet localhost 6789

Commands

just check   # lint + typecheck + test
just run     # start the server
just debug   # start with debug logging
just render  # generate world map HTML

What's in here

  • src/mudlib/ — the engine (commands, world, combat, rendering, storage)
  • tests/ — pytest tests
  • worlds/ — world definitions (yaml/toml)
  • docs/ — internal knowledge base
  • DREAMBOOK.md — vision and wild ideas

How it works

The world is a toroidal 2D grid of terrain tiles, not discrete rooms. Players see a viewport centered on their position. Terrain types have mechanics — shallow water slows you, mountains block you, forests hide you.

Combat is timing-based with telegraphed moves and cooldown management, not turn-based.

The server runs a tick-based async game loop alongside the telnet server. SQLite handles persistence. Session mode stacks filter what reaches the player depending on context (exploring, fighting, composing, solving puzzles).