Add README and agent guidelines documentation
README covers building, running, connecting, world data format, game mechanics, database schema, mudtool usage, and admin system. AGENTS.md provides architecture overview, concurrency model, coding conventions, and step-by-step guides for extending the codebase. Made-with: Cursor
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# MUD Server
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A text-based multiplayer RPG (MUD) that accepts connections over SSH. Written in Rust with a data-driven world definition system — rooms, NPCs, objects, races, and classes are all defined in TOML files and can be changed without recompiling.
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## Requirements
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- Rust toolchain (edition 2021+)
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- SQLite is bundled via `rusqlite` — no system SQLite needed
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## Building
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```bash
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cargo build # builds both mudserver and mudtool
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cargo build --release # optimized build
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```
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This produces two binaries:
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- `mudserver` — the game server
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- `mudtool` — database management CLI/TUI
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## Running the Server
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```bash
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./target/debug/mudserver
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```
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### Options
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| Flag | Default | Description |
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|------|---------|-------------|
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| `--port`, `-p` | `2222` | SSH listen port |
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| `--world`, `-w` | `./world` | Path to world data directory |
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| `--db`, `-d` | `./mudserver.db` | Path to SQLite database file |
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The server generates a random SSH host key on each startup. The database is created automatically if it doesn't exist.
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### Connecting
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Any SSH client works. The username becomes the player's character name:
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```bash
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ssh mycharacter@localhost -p 2222
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```
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Password and key auth are both accepted (no real authentication — this is a game server, not a secure shell).
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### Environment
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Set `RUST_LOG` to control log verbosity:
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```bash
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RUST_LOG=info ./target/release/mudserver # default
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RUST_LOG=debug ./target/release/mudserver # verbose
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```
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## World Data
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The world is defined entirely in TOML files under a `world/` directory. The server reads this at startup — no recompilation needed to change content.
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### Directory Structure
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```
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world/
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├── manifest.toml # world name and spawn room
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├── races/ # playable races
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│ ├── dwarf.toml
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│ ├── elf.toml
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│ └── ...
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├── classes/ # playable classes
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│ ├── warrior.toml
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│ ├── mage.toml
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│ └── ...
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└── <region>/ # one directory per region
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├── region.toml # region metadata
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├── rooms/
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│ ├── town_square.toml
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│ └── ...
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├── npcs/
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│ ├── barkeep.toml
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│ └── ...
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└── objects/
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├── rusty_sword.toml
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└── ...
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```
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### manifest.toml
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```toml
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name = "The Shattered Realm"
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spawn_room = "town:town_square"
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```
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### Room
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```toml
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name = "Town Square"
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description = "A cobblestone square with a fountain."
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[exits]
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north = "town:tavern"
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south = "town:gate"
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east = "town:market"
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```
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Room IDs are `<region>:<filename_stem>`.
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### NPC
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```toml
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name = "Town Guard"
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description = "A bored guard."
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room = "town:gate"
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base_attitude = "neutral" # friendly, neutral, wary, aggressive, hostile
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faction = "guards" # optional — attitude shifts propagate to faction
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respawn_secs = 90 # optional — respawn timer after death
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[dialogue]
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greeting = "Move along."
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[combat] # optional — omit for weak default stats (20hp/4atk/2def/5xp)
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max_hp = 60
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attack = 10
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defense = 8
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xp_reward = 25
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```
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### Object
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```toml
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name = "Rusty Sword"
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description = "A battered iron blade."
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room = "town:cellar"
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kind = "weapon" # weapon, armor, consumable, treasure, or omit
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takeable = true
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[stats]
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damage = 5 # for weapons
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# armor = 4 # for armor
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# heal_amount = 30 # for consumables
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```
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### Race
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```toml
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name = "Dwarf"
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description = "Stout and unyielding."
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[stats]
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strength = 1
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dexterity = -1
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constitution = 2
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```
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### Class
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```toml
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name = "Warrior"
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description = "Masters of arms and armor."
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[base_stats]
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max_hp = 120
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attack = 14
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defense = 12
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[growth]
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hp_per_level = 15
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attack_per_level = 3
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defense_per_level = 2
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```
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## Game Mechanics
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### Tick System
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The game runs on a **3-second tick cycle**. Combat actions, status effects, NPC AI, and passive regeneration all resolve on ticks rather than immediately.
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### Combat
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Combat is tick-based. When a player enters combat (via `attack` or NPC aggro), they choose actions each tick:
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| Command | Effect |
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|---------|--------|
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| `attack` / `a` | Strike the enemy (default if no action queued) |
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| `defend` / `def` | Brace — doubles effective defense for the tick |
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| `flee` | Attempt to escape (success chance based on DEF stat) |
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| `use <item>` | Use a consumable during combat |
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Any NPC can be attacked. Attacking non-hostile NPCs carries attitude penalties (-30 individual, -15 faction) and a warning message but is not blocked.
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### Attitude System
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Every NPC tracks a per-player attitude value from -100 to +100:
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| Range | Label | Behavior |
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|-------|-------|----------|
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| 50 to 100 | Friendly | Will talk |
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| 10 to 49 | Neutral | Will talk |
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| -24 to 9 | Wary | Will talk |
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| -25 to -74 | Aggressive | Won't talk, attackable |
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| -75 to -100 | Hostile | Attacks on sight |
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Attitudes shift from combat interactions and propagate through NPC factions.
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### Status Effects
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Effects like poison and regeneration are stored in the database and tick down every cycle — including while the player is offline. Effects are cleared on death.
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### Passive Regeneration
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Players out of combat regenerate 5% of max HP every 5 ticks (~15 seconds).
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## Database
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SQLite with WAL mode. Tables:
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- `players` — character data (stats, inventory, equipment, room, admin flag)
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- `npc_attitudes` — per-player, per-NPC attitude values
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- `server_settings` — key-value config (e.g. `registration_open`)
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- `status_effects` — active effects with remaining tick counters
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The database is accessed through a `GameDb` trait, making backend swaps possible.
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## mudtool
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Database management tool with both CLI and TUI modes.
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### CLI
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```bash
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mudtool --db ./mudserver.db players list
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mudtool --db ./mudserver.db players show hero
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mudtool --db ./mudserver.db players set-admin hero true
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mudtool --db ./mudserver.db players delete hero
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mudtool --db ./mudserver.db settings list
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mudtool --db ./mudserver.db settings set registration_open false
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mudtool --db ./mudserver.db attitudes list hero
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mudtool --db ./mudserver.db attitudes set hero town:guard 50
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```
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### TUI
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```bash
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mudtool --db ./mudserver.db tui
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```
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Interactive interface with tabs for Players, Settings, and Attitudes. Navigate with arrow keys, Tab/1/2/3 to switch tabs, `a` to toggle admin, `d` to delete, Enter to edit values, `q` to quit.
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## Admin System
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Players with the `is_admin` flag can use in-game admin commands:
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```
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admin promote <player> Grant admin
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admin demote <player> Revoke admin
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admin kick <player> Disconnect player
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admin teleport <room_id> Warp to room
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admin registration on|off Toggle new player creation
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admin announce <message> Broadcast to all
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admin heal [player] Full heal (self or target)
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admin info <player> Detailed player info
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admin setattitude <player> <npc> <value> Set attitude
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admin list All players (online + saved)
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```
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The first admin must be set via `mudtool players set-admin <name> true`.
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## Registration Gate
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New player creation can be toggled:
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```bash
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mudtool settings set registration_open false # block new players
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mudtool settings set registration_open true # allow new players (default)
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```
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Or in-game: `admin registration off` / `admin registration on`. Existing players can always log in regardless of this setting.
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