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SurvivorCore/docs/extending.md
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Samuel LisonandClaude Opus 4.8 5ab855fa1b feat(ui): inventory, hotbar & tabbed menu UI (#7, #9, #3)
Server-authoritative slots+weight inventory, a 9-slot hotbar (keys 1-9),
equipment slots, and a restyleable tabbed menu (functional Inventory +
Character Sheet; Codex/Achievements/Quests scaffolded), built the engine's
way: authored ScreenGui templates + attribute-discovering binders, with a
zero-setup fallback.

- Drag-and-drop is driven by a per-frame cursor poll (immune to the grid
  ScrollingFrame that swallows InputChanged) with GUI-inset-corrected drop
  hit-testing so releases land on the actual slot.
- Menu key defaults to Tab; the engine frees it by disabling the CoreGui
  player roster (ReclaimCoreKeys) and moves the chat to bottom-left so it
  clears the top-left HUD (Chat config). Toggle ignores focused TextBoxes.
- Consumables apply onConsume via the stat-effects layer + fire item:use;
  gather yields flow into the inventory; pickups auto-pin to the hotbar.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 17:06:54 +10:00

8.6 KiB

Extending SurvivorCore

SurvivorCore ships mechanics, not content. You bring the items, world, art, and rules; the engine wires up behavior. There are three ways to plug in, in rough order of how often you'll reach for them:

  1. Registries — register content from code (Items, Recipes, Stats, Mobs, …).
  2. Components — tag your own objects and set Attributes; no engine-side definition needed.
  3. Hooks — react to engine lifecycle events to add game-specific flourish without forking the engine.

Two foundation services — Config and Assets — support all three.

Everything below assumes you've required the engine and will call SurvivorCore.start() once, from the server, after registering your content:

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SurvivorCore = require(ReplicatedStorage:WaitForChild("SurvivorCore"))

1. Registries — register content from code

A registry is an empty table the engine owns and your game fills. Every registry shares the same lifecycle — register a definition, it's validated and indexed by a key field, and you query it back. The engine ships zero concrete entries.

SurvivorCore.Items.register({ id = "reed", name = "Reed", stack = 20 })
SurvivorCore.Items.register({ id = "reed_basket", name = "Reed Basket", stack = 1 })

SurvivorCore.Recipes.register({
    id = "reed_basket",
    station = "hand", -- "hand", "campfire", … — just a routing tag
    ingredients = { { item = "reed", count = 5 } },
    output = { item = "reed_basket", count = 1 },
})

The registries

Registry Key field What it holds
Items id Item definitions (name, stack size, …).
Recipes id Crafting and cooking recipes — one registry, routed by station.
Stats name Survival/status stat models.
Achievements key Achievement definitions.
Codex id Discoverable lore / collectible entries.
Appearance id Character appearance options.
Mobs id Creature / hostile-mob definitions.

Shared API (every registry)

local Items = SurvivorCore.Items

Items.register(def)            -- add one; errors on missing/duplicate key
Items.registerMany({ a, b })   -- add several
Items.get("reed")              -- fetch by key, or nil
Items.getAll()                 -- array of every def
Items.query(function(d)        -- filtered array
    return d.stack == 1
end)

Some registries add convenience helpers — e.g. recipes by station:

SurvivorCore.Recipes.forStation("campfire")
SurvivorCore.Stats.defineStat({ name = "Thirst", max = 100 }) -- alias of Stats.register

2. Components — tag your own objects

When the content is a Roblox object you built, you don't need a code-side definition at all. Tag your mesh with a CollectionService tag and set per-instance Attributes; the engine binds behavior to it.

The flagship component is Gatherable. Build any part/mesh, tag it Gatherable, and set:

Attribute Type Meaning
ItemId string what it yields
Yield number amount per full harvest
HP number interactions to deplete

That's it — the engine adds a ProximityPrompt and runs the harvest loop. Attributes can be set in Studio's Properties panel or from code; a future builder UI will set them visually.

Defining your own component

SurvivorCore.Components.define({
    name = "Campfire",
    tag = "Campfire",
    attributes = { -- attribute name -> default value
        FuelSeconds = 60,
        Lit = false,
    },
    onSetup = function(instance, values)
        -- `values` is the resolved attributes (instance value, else the default).
        -- Wire up prompts, signals, etc. here.
    end,
})

SurvivorCore.start() calls Components.scan() for you, which binds everything currently tagged and keeps binding new instances as they appear. Each instance is bound once (guarded by an internal _scBound attribute).


3. Hooks — react to engine lifecycle events

Hooks are where game-specific flourish lives outside the engine. Where a registry says "here is my content" and a component says "here is my object," a hook says "engine, when X happens, run my code." This is how The Counter Earth's trees physically fall and segment into logs while SurvivorCore itself ships none of that.

SurvivorCore.Hooks.on("gather:depleted", function(ctx)
    -- ctx = { instance, player, values }
    spawnFallingTreePhysics(ctx.instance)      -- your game's flair
    grantBonusDrop(ctx.player, ctx.values.ItemId)
end)

Hooks.on returns a disconnect function:

local disconnect = SurvivorCore.Hooks.on("gather:hit", function(ctx)
    -- ctx = { instance, player, values, hpLeft }
    flashOutline(ctx.instance)
end)
-- later: disconnect()

Engine systems fire hooks with Hooks.run("name", ctx). Today the Gatherable component fires:

Hook Context
gather:hit { instance, player, values, hpLeft } — each interaction.
gather:depleted { instance, player, values } — final hit, before the instance is destroyed.

More hooks land as systems are extracted (craft:start/craft:end, mob lifecycle, …).

Hooks vs. EventBridge

  • Hooks = "the engine is about to / just did X — creators, do your thing here." Scoped, lifecycle-shaped extension points.
  • EventBridge = a semantic event bus for things that happened (animal_killed, …), which any number of decoupled subscribers (achievements, quests, analytics, a webhook) can observe:
local disconnect = SurvivorCore.Events.onFire(function(eventType, player, data)
    if eventType == "animal_killed" then
        analytics:track(player, "hunt", data)
    end
end)

Config — tune the engine

The engine declares default tunables per section; your game overrides them via deep merge.

-- (engine declares defaults internally, e.g.)
-- Config.defineSection("Energy", { DrainPerSecond = 16, RegenPerSecond = 14 })

SurvivorCore.Config.override("Energy", { DrainPerSecond = 10 }) -- your tweak
SurvivorCore.Config.get("Energy.DrainPerSecond")               -- 10

Assets — keep IDs out of code

The engine never hardcodes asset IDs — your game registers them and the engine reads them back, with a safe empty-string fallback if one's missing. This is a hard rule for engine code and the right pattern for your content too.

SurvivorCore.Assets.register("Sounds", "Harvest", "rbxassetid://123456789")
SurvivorCore.Assets.registerCategory("Animations", {
    Idle = "rbxassetid://111",
    Chop = "rbxassetid://222",
})

SurvivorCore.Assets.get("Sounds", "Harvest") -- "rbxassetid://123456789"

Two engine-reserved categories resolve automatically in the built-in UI: StatIcons (per stat, for the HUD) and ItemIcons (per item id, for the inventory). An item icon can also live inline on the def's icon field — either works.

SurvivorCore.Assets.register("ItemIcons", "reed", "rbxassetid://…")

Inventory & UI

The engine ships a full inventory (slots + carry-weight), a hotbar, equipment slots, and a tabbed menu — all driven by the same template + binder model as the HUD, and extensible from code:

SurvivorCore.Inventory.add(player, "reed", 5)        -- server: grant items
SurvivorCore.UI.registerPanel({ id = "map", title = "Map", build = fn }) -- client: add a tab

See Inventory, Hotbar & Menu UI for the item-def schema, the full API, the RemoteEvent contract, the item:use / inventory:changed hooks, and the template attribute conventions.


Putting it together

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SurvivorCore = require(ReplicatedStorage:WaitForChild("SurvivorCore"))

-- content
SurvivorCore.Items.register({ id = "reed", name = "Reed", stack = 20 })
SurvivorCore.Assets.register("Sounds", "Harvest", "rbxassetid://123456789")

-- flourish
SurvivorCore.Hooks.on("gather:depleted", function(ctx)
    print(ctx.player.Name, "harvested", ctx.values.ItemId)
end)

-- go
SurvivorCore.start()

See Getting Started to wire the engine into your place, Survival Stats + HUD for the built-in stats and HUD, and Architecture for how the layers fit together.