python mudlib using telnetlib3
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Jared Miller 127ca5f56e
Fix BitField slice and off-by-one bugs in zobjectparser.py
Property parsing had 4 classes of bug, all producing wrong addresses
for object property data:

1. Off-by-one in shortname skip: addr += 2*len missed the length byte
   itself, causing property table scan to start 1 byte too early.
   Affected get_prop_addr_len and get_next_property.

2. V3 property number slices bf[4:0] extracted 4 bits not 5.
   Property numbers 16-31 were read as 0-15.

3. V3 property size slices bf[7:5] extracted 2 bits not 3.
   Properties larger than 4 bytes got wrong sizes.

4. V5 property number/size slices bf[5:0] extracted 5 bits not 6.

Also fixed get_property_length reading size from the wrong byte in
V5 two-byte headers (was reading first byte which has property
number, instead of second byte which has size).

Root cause for all slice bugs: BitField uses Python [start:stop)
semantics but code was written as [high:low] inclusive notation.
Same class of bug as the write_global fix in commit e5329d6.
2026-02-09 22:54:32 -05:00
.claude Re-copy fixed repos/zvm source into src/mudlib/zmachine 2026-02-09 20:44:21 -05:00
content Add mob templates, registry, and spawn/despawn/query 2026-02-09 11:54:29 -05:00
docs Document Zork 1 milestone in if-journey 2026-02-09 21:46:53 -05:00
scripts Add --debug flag to Zork 1 smoke test 2026-02-09 21:47:39 -05:00
src/mudlib Fix BitField slice and off-by-one bugs in zobjectparser.py 2026-02-09 22:54:32 -05:00
tests Add unit tests for op_test, op_verify, and op_get_child 2026-02-09 21:52:08 -05:00
worlds/earth Add seed-based terrain world with movement and viewport 2026-02-07 13:27:44 -05:00
.dockerignore Add a docker container solution 2026-02-09 12:34:56 -05:00
.gitignore Re-copy fixed repos/zvm source into src/mudlib/zmachine 2026-02-09 20:44:21 -05:00
compose.yml Add a docker container solution 2026-02-09 12:34:56 -05:00
demo_terrain.py Add seed-based terrain world with movement and viewport 2026-02-07 13:27:44 -05:00
Dockerfile Add a docker container solution 2026-02-09 12:34:56 -05:00
DREAMBOOK.md Add a dreambook 2026-02-07 12:19:49 -05:00
justfile Strip dfrotz prompt even without preceding newline 2026-02-09 17:55:14 -05:00
mud.tin Restructure combat moves: single-word commands with variant args 2026-02-08 00:20:52 -05:00
pyproject.toml Wire client capabilities into Player & terrain 2026-02-07 22:44:45 -05:00
README.md Add a simple README 2026-02-07 15:42:07 -05:00
uv.lock Wire client capabilities into Player & terrain 2026-02-07 22:44:45 -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).