Individual skill

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. Use when implementing roguelike turns, tactical action order, ECS message entities, or decoupled input and action systems.

plugins/LVTD-LLC/skills/skills/rust-turn-intent-systems/SKILL.md

Read pinned source

Source commit d780783eba4ecc7c8b9429f95c9362df95f07c61

What was checked

Matches the observed repository HEAD
Yes
Scanner rules are current
Yes
Repository scan complete
No
Skill scan complete
No
Observed behavior
Network or broad shell
Last checked
Nov 4, 2026

These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.

Install this skill

Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.

An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.

Repository context

Repository stars (not skill ratings)
1,532
Repository last updated
Nov 6, 2026
License
Apache-2.0

Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
Read excerpt

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