python mudlib using telnetlib3
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Jared Miller 8d749fbb7e
Add missing newline to A2 alphabet table for V3
The V3 A2 table needs newline (ZSCII 13) at code 7, matching viola's
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.claude Re-copy fixed repos/zvm source into src/mudlib/zmachine 2026-02-09 20:44:21 -05:00
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src/mudlib Add missing newline to A2 alphabet table for V3 2026-02-09 21:17:04 -05:00
tests Implement op_verify and wire ZLexer into sread for Zork 1 2026-02-09 20:57:15 -05:00
worlds/earth Add seed-based terrain world with movement and viewport 2026-02-07 13:27:44 -05:00
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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
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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).