Rust Turn Intent Systems
SkillCommunicationBuild 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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Details
Instructions available. Your AI can read the instructions. Execution depends on the setup they require.
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What this skill tells your AI
The instructions your AI receives, as published by hashgraph-online/awesome-codex-plugins in plugins/LVTD-LLC/skills/skills/rust-turn-intent-systems/SKILL.md and read by Ahel’s review.
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.
Signals
- GitHub stars
- 1k
- Forks
- 316
- Last commit
- Oct 2026
Advanced
- Item type
- skill
- Key
rust-turn-intent-systems- Source
- github.com/hashgraph-online/awesome-codex-plugins
github.com/hashgraph-online/awesome-codex-plugins
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