lvtd-llc/skills

rust-turn-intent-systems

Build and review turn-based Rust game flow using turn-state enums, phase-specific schedules, intent messages, movement resolution, combat resolution, wait actions, and win/loss states.

First seen Jun 22, 2026

Installation

$ npx skills add lvtd-llc/skills --skill rust-turn-intent-systems

Summary

  • Build and review turn-based Rust game flow using turn-state enums, phase-specific schedules, intent messages, movement resolution, combat resolution, wait actions, and win/loss states.
  • Use when implementing roguelike turns, tactical action order, ECS message entities, or decoupled input and action systems.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Declared
Cursor Not declared
Codex Declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 1
License LICENSE
Default branch main
Open issues 0
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

Version0.1.0
LicenseMIT
CompatibilityCodex, Claude Code, and other Agent Skills-compatible clients.
Declared agents claude-code codex
More metadata
version
0.1.0
displayName
Rust Turn Intent Systems
category
Rust
tags
rust,gamedev,turn-based,ecs,intent

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 1,629 B
  • docs SUMMARY.md 339 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 54 installs

SKILL.md

Rust 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

  1. Define the allowed turn phases in one enum.
  2. Run different system schedules or branches for input, player resolution,

monster resolution, and terminal states.

  1. Convert input and AI decisions into intent components or messages.
  2. Resolve intents in shared systems so players and monsters use the same rules.
  3. Remove or mark intents after processing.
  4. 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.