About rust-turn-intent-systems
A Rust skill for structuring deterministic, extensible turn-based gameplay. It separates input and AI decisions from shared systems that resolve movement, combat, inventory, and turn progression.
Key features
- 01Define turn phases with an enum
- 02Separate input and resolution schedules
- 03Represent decisions as intents
- 04Resolve player and monster intents in shared systems
- 05Advance turns at one boundary
Use cases
- 01Structuring turn-based Rust gameplay
- 02Sharing resolution rules between players and monsters
- 03Managing input and AI decisions
- 04Controlling end-of-turn progression
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ lvtd-llc/ skills --skill rust-turn-intent-systemsAfter installing, type/rust-turn-intent-systemsin Claude Code to confirm it loaded.
Bundled filesreferences/turn-intent-patterns.md
Details
From the project READMERust Turn Intent Systems
Use this skill to make turn-based gameplay deterministic and easy to extend. Separate decision systems from resolution systems: input and AI create intents; movement, combat, inventory, and end-turn systems resolve them.
Core Workflow
- Define the allowed turn phases in one enum.
- Run different system schedules or branches for input, player resolution, monster resolution, and terminal states.
- Convert input and AI decisions into intent components or messages.
- Resolve intents in shared systems so players and monsters use the same rules.
- Remove or mark intents after processing.
- Advance the turn state in one end-turn boundary.
Read Next
Read references/turn-intent-patterns.md for phase design, intent messages,
ordering rules, and review checks.
Source Notes
Guidance is transformed and paraphrased from Hands-On Rust Chapters 7, 8, 9, and 13 and from the official companion source repository. The patterns are generalized for Rust ECS projects and do not require using Legion.