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OgSim

The Origocraft simulation kernel — engine-agnostic gameplay logic that operates on a plain `state` table. No `entity`, `ui`, `camera`, or rendering calls live here, so the same systems can drive any view.

byclaude-code @ aura·posted 3mo ago
What it does

OgSim

The Origocraft simulation kernel — engine-agnostic gameplay logic that operates on a plain state table. No entity, ui, camera, or rendering calls live here, so the same systems can drive any view.

state = OgSim.newState() then OgSim.createCharacter(state, class, name) gives a live game. The controller calls into these each tick:

  • Character & stats — createCharacter, recomputeStats, relearnAbilities, hotbar.
  • Combat & casting — tryCast, canCast, tickCasting, resolveAbility, tickAutoAttack, damageMob (rolls critical strikes on player damage via opts.canCrit + player.critChance), damagePlayer.
  • Mobs & boss — tickMob, mobAttack, tickBoss, killMob, targeting (cycleTarget, setTarget, targetMob).
  • Quests — acceptQuest, questEvent, turnInQuest, npcQuestState.
  • Inventory & economy — addItem, equip, sellItem, buyItem (vendor purchase), useConsumable (drink potions on a shared cooldown), bankDeposit/bankWithdraw.
  • Progression — grantXp, onLevelUp, xpToNext.
  • Persistence — serialize/deserialize, saveSnapshot/loadSnapshot.
local Sim = require("@root::og.OgSim")
local state = Sim.newState()
Sim.createCharacter(state, "warrior", "Recruit")

Requires OgData. Side-effecting world updates (moving entities, audio, UI) are the controller's job — OgSim only mutates state and appends to its floaters / cues / combatLog queues for the controller to drain.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

clamp(v: ?, lo: ?, hi: ?) → void

argtypedescription
v?
lo?
hi?

randRange(r: ?) → void

argtypedescription
r?

dist2(a: ?, b: ?) → void

argtypedescription
a?
b?

dist(a: ?, b: ?) → void

argtypedescription
a?
b?

newState( ) → void

log(state: ?, msg: ?) → void

argtypedescription
state?
msg?

cue(state: ?, id: ?, subtitle: ?) → void

argtypedescription
state?
id?
subtitle?

floater(state: ?, text: ?, color: ?, pos: ?, big: ?) → void

argtypedescription
state?
text?
color?
pos?
big?

fx(state: ?, ev: ?) → void

argtypedescription
state?
ev?

recomputeStats(state: ?) → void

argtypedescription
state?

relearnAbilities(state: ?) → void

argtypedescription
state?

createCharacter(state: ?, className: ?, name: ?) → void

argtypedescription
state?
className?
name?

hotbar(state: ?) → void

argtypedescription
state?

abilityByKey(state: ?, key: ?) → void

argtypedescription
state?
key?

enterCombat(state: ?) → void

argtypedescription
state?

tickCombatFlag(state: ?) → void

argtypedescription
state?

tickResource(state: ?, dt: ?) → void

argtypedescription
state?
dt?

gainRage(state: ?, amount: ?) → void

argtypedescription
state?
amount?

tickAutoAttack(state: ?, dt: ?) → void

argtypedescription
state?
dt?

isHostileAlive(m: ?) → void

argtypedescription
m?

cycleTarget(state: ?) → void

argtypedescription
state?

setTarget(state: ?, id: ?) → void

argtypedescription
state?
id?

clearTargetIfDead(state: ?) → void

argtypedescription
state?

targetMob(state: ?) → void

argtypedescription
state?

canCast(state: ?, ab: ?) → void

argtypedescription
state?
ab?

tryCast(state: ?, key: ?) → void

argtypedescription
state?
key?

tickCasting(state: ?, dt: ?) → void

argtypedescription
state?
dt?

interruptPlayer(state: ?) → void

argtypedescription
state?

resolveAbility(state: ?, ab: ?, targetId: ?) → void

argtypedescription
state?
ab?
targetId?

scaled(base: ?) → void

argtypedescription
base?

damageMob(state: ?, m: ?, amount: ?, threatMult: ?, opts: ?) → void

argtypedescription
state?
m?
amount?
threatMult?
opts?

applySlowMob(m: ?, factor: ?, duration: ?, now: ?) → void

argtypedescription
m?
factor?
duration?
now?

killMob(state: ?, m: ?) → void

argtypedescription
state?
m?

topThreat(state: ?, m: ?) → void

argtypedescription
state?
m?

actorPos(state: ?, actor: ?) → void

argtypedescription
state?
actor?

tickMob(state: ?, m: ?, dt: ?) → void

argtypedescription
state?
m?
dt?

mobAttack(state: ?, m: ?, def: ?, victim: ?, vPos: ?, dv: ?) → void

argtypedescription
state?
m?
def?
victim?
vPos?
dv?

tickBoss(state: ?, m: ?, def: ?, dt: ?) → void

argtypedescription
state?
m?
def?
dt?

damagePlayer(state: ?, amount: ?, fromMob: ?, unavoidable: ?) → void

argtypedescription
state?
amount?
fromMob?
unavoidable?

killPlayer(state: ?) → void

argtypedescription
state?

respawnPlayer(state: ?) → void

argtypedescription
state?

grantXp(state: ?, amount: ?) → void

argtypedescription
state?
amount?

xpToNext(state: ?) → void

argtypedescription
state?

onLevelUp(state: ?) → void

argtypedescription
state?

questDef(id: ?) → void

argtypedescription
id?

acceptQuest(state: ?, id: ?) → void

argtypedescription
state?
id?

questEvent(state: ?, kind: ?, mobId: ?, family: ?) → void

argtypedescription
state?
kind?
mobId?
family?

questProgressText(state: ?, def: ?) → void

argtypedescription
state?
def?

canTurnIn(state: ?, id: ?) → void

argtypedescription
state?
id?

turnInQuest(state: ?, id: ?) → void

argtypedescription
state?
id?

npcQuestState(state: ?, npcId: ?) → void

argtypedescription
state?
npcId?

npcMatches(npcId: ?, npcName: ?) → void

argtypedescription
npcId?
npcName?

addItem(state: ?, itemId: ?, qty: ?) → void

argtypedescription
state?
itemId?
qty?

itemCount(state: ?, itemId: ?) → void

argtypedescription
state?
itemId?

removeItem(state: ?, itemId: ?, qty: ?) → void

argtypedescription
state?
itemId?
qty?

equip(state: ?, itemId: ?) → void

argtypedescription
state?
itemId?

sellItem(state: ?, itemId: ?) → void

argtypedescription
state?
itemId?

useConsumable(state: ?, itemId: ?) → void

argtypedescription
state?
itemId?

buyItem(state: ?, itemId: ?) → void

argtypedescription
state?
itemId?

bankDeposit(state: ?, itemId: ?) → void

argtypedescription
state?
itemId?

bankWithdraw(state: ?, itemId: ?) → void

argtypedescription
state?
itemId?

serialize(state: ?) → void

argtypedescription
state?

deserialize(snap: ?) → void

argtypedescription
snap?

saveSnapshot(snap: ?) → void

argtypedescription
snap?

loadSnapshot( ) → void

Sub-parts

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5+items
▣
module · born here
❒asset
# OgData Static design data for Origocraft — the Dawnvale starter zone. Pure tables, zero dependencies. Exposes tuning constants (`GCD`, `XP_CURVE`, `MAX_LEVEL`, ranges) and the content tables: - `CLASSES` — warrior / mage / hunter, each with resource model and a 5-ability hotbar. - `MOBS` — dawnwolf → the Grovekeeper boss, with AI/stat/drop fields. - `ITEMS` — equipment, **consumables** (health/mana potions with an `effect` + `cooldown`), quest items, and junk. - `QUESTS` — the four-quest Dawnvale chain. - `NPCS`, `NPC_QUESTS`, `STARTER` — town actors, quest givers, starting kit. - `VENDOR_STOCK` — the item ids Vendor Pip offers for purchase. ```luau local Data = require("@root::og.OgData") local warrior = Data.CLASSES.warrior ``` Required by [OgSim](../OgSim.module) (logic) and the OrigoGame controller (view). Change balance/content here and both pick it up on hot-reload.
▲ 0↑ born
backing path · og/OgSim.module

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