One of the goals of TRPG is that it should be modular enough to be plugged into any interface suitable for a Nethack rogue-like RPG game. One of the intended examples of this was for simple support of MUDs. Adding network support won't be simple, and the following will have to be considered:
Create Client/Server versions of TRPG_core
Replace turn-based model with clock tick model. Every n milliseconds the server sends all connected clients updated copies of their current game state (Room, Inventory, Buffs, Health, etc.), after executing the last command they sent in. Each client gets one command per tick, but a special chat command gets processed immediately and echoed to all clients in the same room. Room descriptions would need to account for other players.
Player class. This is a good idea regardless of multiplayer support. Current the player's health, stats, and inventory are all contained within TRPG_core, but this is quickly becoming messy. An Item:Player container class would make this much neater, and allow for simple management of multiple players in the same room. Perhaps if Player inherits from Monster PvP combat will be simplified?
Network interface. This is a week spot with my programming experience. The simplest interface would be a direct TCP/IP connection. Of course, using HTTP would allow simple web interfaces, which would be beneficial for getting more players in the game faster. A SQL interface would add even greater flexibility, allowing any number of client or even servers to share, view, and edit the game. With the entirety of the MUD's world contained in a database, a website could provide a view of the world, a table of ranked player stats, or even bridges between servers.
Compatibility with existing MUD clients. Frankly, I'm not an expert on MUDs. I do know that they are a very old concept, and there are several popular MUD clients available, most of which use Telnet. A compatibility module for standard MUD clients would be a major feature.
Player class has been implemented, but there's a lot more restructuring to do before multiplayer works.
Rewrite Player.ToString(). A bit short sighted of me, but Player.ToString() returns a description of the player, assuming that the player being described is the player reading the description. I.e. it describes you. This will need to be made generic, with variants for describing "you" and for describing "them". Perhaps Player.ToStringMe() and Player.ToStringThem().
Player-to-Player chat. Probably "Tell " for private messages. "Say " could send the message to all players in the room.
Player-to-Player interaction. Commands for giving items to other players would be useful. "Give to ".
One of the goals of TRPG is that it should be modular enough to be plugged into any interface suitable for a Nethack rogue-like RPG game. One of the intended examples of this was for simple support of MUDs. Adding network support won't be simple, and the following will have to be considered: