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SurvivorCore/docs/architecture.md
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Samuel LisonandClaude Opus 4.8 286e2f5f91 Scaffold SurvivorCore foundation (v0.1.0)
Foundation (Config/Assets/EventBridge/Hooks/Registry), content registry family, creator-owned component layer + Gatherable example, runnable demo place, Rojo/Wally/Rokit config, and release CI.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 16:30:32 +10:00

2.9 KiB

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.