python mudlib using telnetlib3
Find a file
2026-02-07 16:31:16 -05:00
.claude Update agent config with new notes 2026-02-07 14:48:24 -05:00
docs Add note on combat tick health 2026-02-07 16:31:16 -05:00
scripts Add a map renderer 2026-02-07 13:38:32 -05:00
src/mudlib Add game loop skeleton for periodic tick processing 2026-02-07 16:17:20 -05:00
tests Use contextlib.suppress for cleaner exception handling 2026-02-07 16:17:41 -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 fly command with cloud trail effects 2026-02-07 14:48:42 -05:00
pyproject.toml Use async readline with local telnetlib3 2026-02-07 10:23:56 -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).