python mudlib using telnetlib3
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Jared Miller d6d62abdb8
Add flying dodge mechanic at resolve time
When altitude differs at resolve time (attacker or defender changed flying state during window phase), attack misses. Treated as successful dodge with zero damage.
2026-02-14 01:00:37 -05:00
.claude Improve doc discovery 2026-02-11 21:47:05 -05:00
content Add sleep command for deep rest recovery 2026-02-14 01:00:37 -05:00
docs Add bending research 2026-02-13 21:39:12 -05:00
scripts Add Grimm fairy tales splitter script 2026-02-13 11:28:56 -05:00
src/mudlib Add flying dodge mechanic at resolve time 2026-02-14 01:00:37 -05:00
tests Add z-axis altitude check for starting combat 2026-02-14 01:00:37 -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
BRAINSTORM.txt Add a library brainstorm 2026-02-13 12:16:35 -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 Add combat and defense aliases 2026-02-12 18:31:26 -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 Update telnetlib3 to 2.4.0 2026-02-12 12:15:49 -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).