Replace immediate combat with a 3-second tick engine that resolves
actions, NPC AI, status effects, respawns, and passive regeneration.
Players queue combat actions (attack/defend/flee/use) that resolve on
the next tick. Any NPC can now be attacked — non-hostile targets incur
attitude penalties instead of being blocked. Status effects persist in
the database and continue ticking while players are offline.
Made-with: Cursor
- Add is_admin flag to player DB schema with migration for existing databases
- Add server_settings table for key-value config (registration_open, etc.)
- Add 10 in-game admin commands: promote, demote, kick, teleport, registration,
announce, heal, info, setattitude, list — all gated behind admin flag
- Registration gate: new players rejected when registration_open=false,
existing players can still reconnect
- Add mudtool binary with CLI mode (players/settings/attitudes CRUD) and
interactive ratatui TUI with tabbed interface for database management
- Restructure to lib.rs + main.rs so mudtool shares DB code with server
- Add TESTING.md with comprehensive pre-commit checklist and smoke test script
- Stats and who commands show [ADMIN] badge; help shows admin section for admins
Made-with: Cursor
- Add trait-based DB layer (db.rs) with SQLite backend for easy future swapping
- Player state persisted to SQLite: stats, inventory, equipment, room position
- Returning players skip chargen and resume where they left off
- Replace boolean hostile flag with 5-tier attitude system (friendly/neutral/wary/aggressive/hostile)
- Per-player NPC attitudes stored in DB, shift on kills with faction propagation
- Add character creation flow (chargen.rs) with data-driven races and classes from TOML
- Add turn-based combat system (combat.rs) with XP, leveling, and NPC respawn
- Add commands: take, drop, inventory, equip, use, examine, talk, attack, flee, stats
- Add world data: 5 races, 4 classes, hostile NPCs (rat, thief), new items
Made-with: Cursor
Rust-based MUD server accepting SSH connections on port 2222.
Players connect with any SSH client, get dropped into a
data-driven world loaded from TOML files at startup.
Binary systems: SSH handling (russh), command parser, game state,
multiplayer broadcast, ANSI terminal rendering.
Data layer: world/ directory with regions, rooms, NPCs, and objects
defined as individual TOML files — no recompile needed to modify.
Commands: look, movement (n/s/e/w/u/d), say, who, help, quit.
Made-with: Cursor