Files
Samuel LisonandClaude Opus 4.8 4256edfd87 feat(plugin): add Survival Stats admin Studio plugin (deltas-only, locked tuning)
A Studio dock widget that lets the experience owner tune the survival stats
through a validated form instead of hand-editing Attributes on the
SurvivalStatsConfig instance — the first slice of the Builder/Admin plugin (#11).

The point is compatibility: edits are LOCKED against engine updates. StatAdmin
(the pure, headlessly-testable logic layer) writes deltas only — it sets an
attribute solely when the owner changes a field from the live engine default,
and removes it on reset / edit-back-to-default. So unset fields keep following
the (improvable) engine defaults across a SurvivorCore release, while explicit
overrides live on the owner's instance, which the engine only ever seeds and
never overwrites. Nothing tuned is lost; nothing left alone is frozen.

Hard guardrail: the plugin can read/write only the seven owner-tunable fields
(STUDIO_ATTR_MAP). A write() assert makes it impossible to ever set the
engine-owned semantics Invert / DangerHigh — re-freezing the affliction
fill-direction bug is structurally unreachable. Runtime-verified in Studio:
every write path exercised (including rejected Invert/DangerHigh attempts) left
zero banned attributes on the instance.

- plugin/StatAdmin.luau     — logic: roster, effective values, deltas-only writes
- plugin/StatAdminUi.luau   — the dock-widget form (per-field reset, override dots)
- plugin/init.server.luau   — toolbar/widget wiring + ChangeHistory undo steps
- plugin.project.json       — separate Rojo tree; build with --plugin to install
- CI: stylua + a plugin-sourcemap luau-lsp pass + a plugin build
- docs/admin-plugin.md + cross-links; fix stale Invert row in the no-code table

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 18:22:57 +10:00

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3.6 KiB
Markdown

# SurvivorCore — Architecture
> Companion to the boundary map in the TheCounterEarth repo
> (`docs/survivorcore-boundary-map.md`), which tracks what is being extracted from the
> production game into this engine.
## The shape
SurvivorCore is an **engine of mechanics, not content**. It exposes two extension layers
over a small foundation.
```
┌─────────────────────────────────────────────┐
Creators → │ Component layer (tag + attributes + UI) │ "I own the object"
├─────────────────────────────────────────────┤
Developers → │ Registry layer (register() from code) │ "I own the data"
├─────────────────────────────────────────────┤
│ Foundation: Config · Assets · EventBridge · │
│ Hooks · Registry │
└─────────────────────────────────────────────┘
```
### Foundation
- **Config** — engine ships default tunables per section; games override via deep merge.
- **Assets** — typed asset-id registry; the engine never hardcodes ids.
- **EventBridge** — semantic event bus (`fire`/`onFire`); subscribers decouple from sources.
- **Hooks** — lifecycle extension points (`Hooks.on("craft:start", ...)`).
- **Registry** — the shared register/validate/index/query lifecycle behind every registry.
### Registry layer (developers)
Empty registries the game populates at startup: `Items`, `Recipes` (crafting + cooking are
one registry routed by `station`), `Stats`, `Achievements`, `Codex`, `Appearance`, `Mobs`.
### Component layer (creators)
Behaviors bound to a CollectionService tag, configured by per-instance Attributes. Creators
tag their **own** meshes (`Gatherable`, and later craftable/huntable/farmable/station
components) and fill in values — optionally through a builder UI. No engine-side definition
required.
## Why hooks instead of baked-in behavior
Game-specific flourish stays out of the engine. TheCounterEarth's trees physically fall and
segment into logs — SurvivorCore will **not** ship that. Instead it fires
`gather:hit` / `gather:depleted` (and similar) hooks; a creator (including TheCounterEarth
itself, going forward) implements the felling physics in their own hook handler. The engine
stays small and universal; creativity lives at the edges.
## Status & roadmap
v0.1.0 is the foundation scaffold. Extraction order (from the boundary map): foundations →
pure-core lift → registries → SPLIT server systems (incl. the mob/combat cluster) → UI
layer → harvesting/wildlife sub-engine.
## Related docs
- [Getting Started](getting-started.md) — install via Rojo + Wally or the drop-in `.rbxm`.
- [Extending SurvivorCore](extending.md) — the `register()` API, the component/attribute
model, and Hooks.
- [Survival Stats + HUD](survival-stats.md) — the stat simulation, no-code tuning, and the
designer-editable HUD.
- [Admin plugin](admin-plugin.md) — the Studio dock for tuning stats, and the deltas-only "locked"
model that keeps owner edits intact across engine updates.
- [Design Language](design-language.md) — the look the project holds to (UI, palette, icons).
- [CONTRIBUTING](../CONTRIBUTING.md) — local dev setup, code style, and the branching model.