Project vocabulary

Glossary

JVMud vocabulary keeps engine concepts distinct from legacy LPC/LPMud compatibility names.

Core Concepts

Game
The playable system JVMud hosts: rules, mechanics, goals, challenges, progression, or other game-like structures.
Text
The primary medium through which the world is perceived and manipulated.
Interactive
The property that players can affect the world and the world can affect players.
Multiplayer
The property that multiple players inhabit the same world at the same time.
World
The complete shared virtual domain of the game, composed of places, links, entities, locations, containment, and movement.
Persistence
The property that the world and its state endure independently of any individual session.
Temporality
The property that the world can change through time.
Presence
The requirement that a player experiences the game from within the world through a located persona.

World Model

Place
A discrete location in game space where entities may exist, be perceived, or interact.
Link
A traversable relationship between places. Links make the world navigable.
Entity
A thing in the world: a player persona, coin, sword, bag, vehicle, NPC, effect, or environmental feature.
Location
The mechanical relationship that says where an entity is. A location is either a place or another entity.
Containment
The relationship in which one entity is inside, carried by, mounted on, or otherwise immediately located in another entity.
Single Containment
The rule that every entity has exactly one immediate location.
Movement
The transition of an entity from one location to another, often through a place-to-place link.

Player And Connection Model

Player
The human-facing controller endpoint associated with a session. JVMud does not make Player an account, login, or durable identity.
Session
An active connection or control context, such as a Telnet connection.
Persona
The entity currently associated with a session as that session's in-world perspective.
Player Object
Compatibility vocabulary for an LPC-authored mudlib object that may combine profile data, persona behavior, login flow, and legacy session glue.
Interaction Scope
The local command and perception context around a persona.
Command Dispatch
The engine process that routes one line of player input to mudlib behavior registered for the current interaction scope.

LPC And Compatibility

LPC
The language used by JVMud's sole mudlib target.
LPMud
A MUD whose game world is authored in LPC, compiled into live game objects, and reloadable while the game continues running.
Mudlib
The LPC source and content layer that defines world fiction, object behavior, commands, rules, and presentation.
Compatibility Shim
A mudlib-side object dedicated to translating legacy LPC/LPMud vocabulary into JVMud-native engine requests.
Mfun
A mudlib-global function provided by a configured mudlib object.
Efun
An engine function callable from compiled LPC code.
Lifecycle Hook
A configured engine-to-mudlib call for a JVMud lifecycle event.
Live Reload
The requirement that LPC-authored objects can be rewritten, recompiled, and reloaded while the game continues running.

Legacy Terms

Room
A legacy mudlib term for a location-like object. JVMud's engine concept is place.
Heartbeat
A legacy driver concept for recurring object callbacks. JVMud's engine concept is temporality and scheduled time.
Call Out
A legacy driver concept for delayed callbacks. JVMud treats delayed work as a mudlib request to the engine's temporality model.
Apply
A legacy driver term for driver-invoked mudlib methods. JVMud uses explicit lifecycle hooks.
Master Object
A legacy driver policy object. JVMud uses explicit boundary configuration and compatibility shims.