#Circuit Breaker - a fork of CurryMUD for Lainchan This intended as a base to work off of for a collaborative project on lainchan.org to code up a multi user dungeon with a distinctly cyberpunk style.
Goals include:
-a scripting system integrated into the command system of the mud to allow hacking based game play.
-Cyberpunk themed dungeons and story arc
-Baller Ascii art at every possible juncture of the interface.
Longer term goals:
-Refactoring this thing to work of SSH, and adding all the paranoid security hardening that users of an imageboard with a /sec section demand.
#Original Curry Mud Readme A textual Multi-User Dungeon ("MUD") server in Haskell. (If you are unfamiliar with the term "MUD," please refer to this Wikipedia article.)
CurryMUD is essentially the hobby project and brainchild of a single developer (me). It's been in active development for over 2 years, but is still very much a work in progress.
My aim is to create a single unique, playable MUD named "CurryMUD." I am writing this MUD entirely in Haskell, from scratch.
Creating a framework which others can leverage to develop their own MUDs is not an explicit goal of mine, nor is this a collaborative effort (I am not accepting PRs). Having said that, the code is available here on GitHub, so other parties are free to examine the code and develop their own forks (in accordance with the 3-clause BSD license).
CurryMUD will have the following features:
- Players will be offered an immersive virtual world environment.
- Content will be created, and development will proceed, with the aim of supporting a small community of players.
- Role-playing will be strictly enforced.
- Classless/skill-based.
- Permadeath. (When player characters die, they really die.)
- Some degree of player-created content will be allowed and encouraged.
- The state of the virtual world will be highly persisted upon server shutdown.
- As is common with most textual MUDs, client connections will be supported with a loose implementation of the telnet protocol.
- CurryMUD will always be free to play.
- About 85 player commands and 45 administrator commands.
- Over 200 built-in emotes.
- Help files for all existing non-debug commands. Help topics.
- Commands have a consistent structure and a unique syntax for indicating target locations and quantities.
- Unique commands, accessible only when a player is in a particular room, may be created.
- The names of commands, as well as the names of the targets they act upon, may be abbreviated.
- Logging.
- ANSI color.
- Character creation.
- The virtual world is automatically persisted at regular intervals and at shutdown.
- Systems for reporting bugs and typos.
- Commands to aid in the process of resetting a forgotten password.
- NPCs can execute commands, either from within code or via the ":as" administrator command.
- PCs can introduce themselves to each other.
- PCs can "link" with each other so as to enable "tells."
- Question channel for OOC newbie Q&A.
- Players can create their own ad-hoc channels.
- Free-form emotes and built-in emotes may be used in "tells" and channel communications.
- Functionality enabling one-on-one communication between players and administrators.
- Weight and encumbrance.
- Volume and container capacity.
- Vessels for containing liquids. Vessels may be filled and emptied.
- Players can interact with permanent room fixtures that are not listed in a room's inventory.
- Objects can be configured to automatically disappear when left on the ground for some time.
- Smell and taste. Listen.
- Eating foods and drinking liquids. Digestion.
- Durational effects that can be paused and resumed.
I am still in the initial stage of developing basic commands. There is very little content in the virtual world.
The code is available here on GitHub under the 3-clause BSD license (refer to the LICENSE file). Please note that I am not accepting PRs.
- About 40,000 lines of code/text.
- About 95 modules, excluding tests.
- About 60 unit and property tests exist (I'm using the tasty testing framework).
- A
ReaderT
monad transformer stack with the world state inside a singleIORef
. STM
-based concurrency.- Using
aeson
(withconduit
) andsqlite-simple
for persistence. - Heavy use of the
lens
library. - Heavy use of GHC extensions, including:
DuplicateRecordFields
(new in GHC 8)LambdaCase
MonadComprehensions
MultiWayIf
NamedFieldPuns
ParallelListComp
PatternSynonyms
RebindableSyntax
RecordWildCards
TupleSections
ViewPatterns
Linux and Mac OS X are supported. Sorry, but Windows is not supported.
Please build with stack (otherwise, I cannot guarantee that CurryMUD will build on your machine).
- Install stack.
- Clone the repo from your home directory (the server expects to find various folders under
$HOME/CurryMUD
). - Inside
$HOME/CurryMUD
, runstack setup
to get GHC 8 on your machine. (Thestack.yaml
file points to the nightly resolver, which uses GHC 8.) - Run
stack build
to compile thecurry
binary and libraries. - Run
stack install
to copy thecurry
binary to$HOME/.local/bin
. - Execute the
curry
binary. - Telnet to
localhost
port 9696 to play.
CurryMUD presently cannot be loaded into GHCi due to a GHC bug.
Feel free to email me at the address associated with my GitHub account if you have any questions.