- Documents recent infrastructure cleanup (8 CTs destroyed, 35 DNS records removed, Headscale cleanup) - Adds 24 new runbooks covering Authentik, PeerTube, Meshtastic, RECON, Proxmox, Mailcow, Internet Archive, GPU routing - Adds project documentation for headscale, vaultwarden, peertube, matrix, mmud, advbbs, arr stack - Updates services.md, environment.md, caddy.md, authentik.md to match live infrastructure - Removes 4 deprecated runbook duplicates (canonical versions live in projects/) - Adds .gitignore for binary archives and editor temp files Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
4.7 KiB
4.7 KiB
MMUD — Mesh Multi-User Dungeon
Text-based multiplayer dungeon crawler for Meshtastic LoRa mesh networks. BBS door games (LORD, TradeWars) adapted for 150-char mesh radio constraints, async play, 30-day wipe cycles.
Status
Phase: Deployed and running — all 6 phases implemented, NPC conversation system live with Gemini 2.5 Flash.
Deployment
- Game Daemon: CT 109 (192.168.1.109) on utility node, Docker container, Flask dashboard on port 5000
- Dashboard: https://mmud.echo6.co (Last Ember — dark tavern aesthetic)
- SIM Nodes: 6 meshtasticd LXC containers (CT 111-116) on utility
- EMBR (CT 111) — game server
- DCRG (CT 112) — broadcast
- GRST (CT 113) — Grist barkeep NPC
- MRN (CT 114) — Maren healer NPC
- TRVL (CT 115) — Torval merchant NPC
- WSPR (CT 116) — Whisper sage NPC
- LLM Backend: Gemini 2.5 Flash via Google genai SDK (configured in DB
llm_configtable) - Compose:
/opt/mmud/docker-compose.ymlon CT 109 - Admin: https://mmud.echo6.co/admin (session auth, password in docker env)
Repo
/home/zvx/projects/mmud (GitHub: zvx-echo6/mmud)
The repo contains a CLAUDE.md with full architecture, directory structure, and implementation guidance. Read it first before any work.
Key Files
CLAUDE.md— Architecture, patterns, gotchasdocs/planned.md— Complete game design document (~950 lines). Source of truth for all mechanics.docs/npc-lore.md— NPC deep lore bible (5-layer Hearth-Sworn backstories, 514 lines)docs/worldbuilding.md— Surface-level worldbuilding (Legend of Oryn, floor identities)config.py— All game constants with rationalesrc/db/schema.sql— Full database schema (migrations insrc/db/migrations/)
Architecture
- Python 3.11+, SQLite, Meshtastic Python API, Flask 3.x, Jinja2
- Docker: python:3.11-slim, /data volume for SQLite DB
- 6-node mesh topology: EMBR (game), DCRG (broadcast), 4 NPC nodes
- 150 characters per message — hard ceiling from Meshtastic LoRa
- 12 dungeon actions/day, 30-day epochs, async-first
- 828+ tests —
python3 -m pytest tests/ -x -v
NPC Conversation System
NPCs use runtime LLM calls (the one exception to the "no runtime LLM" rule). Key features:
- TX Tag System: LLM prefixes responses with
[TX:action:detail]for game mechanics (heal, buy, sell, browse, gamble, hint, recap) - Session Memory: Per-player per-NPC conversation history with persistent memory summaries
- Deep Lore: Five-layer backstory system (Surface → Observations → History → Truth → Unspeakable)
- Trigger word detection pushes toward deeper layers
- Interaction count tracks conversation depth per player per NPC
- "Soren" is a Layer 5 nuclear trigger for all 4 NPCs
- Easter Eggs: Death memory (Maren), daily gamble (Torval), countdown (Whisper), late-epoch vulnerability (Maren), inter-NPC secret (Torval/Whisper)
- DummyBackend: Keyword-based offline mode for testing without LLM
LLM Configuration
- Model configured via
llm_configtable in SQLite DB (not env vars) - Currently: Gemini 2.5 Flash (
gemini-2.5-flash) - API key stored in DB, manageable via admin panel at /admin/llm
- No
max_output_tokensrestrictions — Gemini 2.5 Flash thinking tokens consume the budget, causing truncation. All backends have token limits removed. - Supports: Google (Gemini), Anthropic (Claude), OpenAI-compatible backends
Development Phases (All Complete)
- Core Loop — Message handling, parser, player creation, navigation, combat, death, action budget
- Economy & Progression — XP, leveling, gold, shops, gear, bank, healer
- Social Systems — Broadcasts, barkeep, bounty board, player messages, mail
- Epoch Generation — World gen, LLM narrative pipeline, secrets, bounty pools
- Endgame Modes — Hold the Line, Raid Boss, Retrieve & Escape, epoch vote
- The Breach — Breach zone gen, 4 mini-events (Heist, Emergence, Incursion, Resonance)
Gotchas
- Gemini 2.5 Flash thinking tokens count against
max_output_tokens— never set token limits - NPC greeting path uses
complete(), conversation path useschat()— different code paths npc_memorytable storesturn_countfor interaction depth tracking- Death log table (
death_log) tracks monster kills for Maren's memory feature - Town actions are always free — never charge dungeon actions in town
- The design doc (
docs/planned.md) is the source of truth — if code contradicts it, code is wrong
Notes
- All regen/HP/damage numbers are targets — will need playtesting
- SQLite single file DB, no ORM, raw parameterized SQL
- Every outbound message must fit 150 chars — the formatter is the final gate
- Container on CT 109 connects to 6 SIM nodes via TCP (ports 4403)