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OrigoGame

The Origocraft world-controller. It owns the **view + orchestration** layer and pulls the reusable halves from sibling world modules:

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

OrigoGame

The Origocraft world-controller. It owns the view + orchestration layer and pulls the reusable halves from sibling world modules:

ModuleResponsibility
OgDatastatic design data (classes, mobs, items, quests)
OgSimthe simulation kernel (combat, quests, progression)
OgScenerythe Dawnvale scenery builder
OgUievery zui screen (pure view builders)

What stays in the controller: the gameplay actors (mob/pet/NPC/crate entities, floating combat text), screen registration + the per-frame refresh that binds live state into OgUi and pushes its trees, input handling, audio cues, and the per-frame tick that advances OgSim and reflects its state into the 3D world. It holds the live state returned by OgSim.newState(), owns the actor entities and geometry helpers (readPos/worldToScreen), and drains the sim's floaters/cues queues each frame.

Baked into scenes.main as the GameController entity, so it auto-instantiates on load (edit + play) and boots from awake().

entity.spawn("og_controller").component.add("OrigoGame", {})

Modules are required by their canonical path (require("@root::og.<Name>")) — the root-relative form that keeps resolving when the world is published as a library.

Interface

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

conforms to

zero/source-extract/v2

yawQuat(a: ?) → void

argtypedescription
a?

ensureMat(name: ?, color: ?, emis: ?) → void

argtypedescription
name?
color?
emis?

ensureActorMaterials( ) → void

setupAudio( ) → void

playCue(id: ?) → void

argtypedescription
id?

startAmbient( ) → void

readPos(id: ?) → void

argtypedescription
id?

setPos(id: ?, x: ?, y: ?, z: ?) → void

argtypedescription
id?
x?
y?
z?

clearActors( ) → void

spawnMobEntity(defId: ?) → void

argtypedescription
defId?

nextMobId( ) → void

addMob(defId: ?, x: ?, z: ?) → void

argtypedescription
defId?
x?
z?

ensureActors( ) → void

worldToScreen(wx: ?, wy: ?, wz: ?) → void

argtypedescription
wx?
wy?
wz?

bindUi( ) → void

refreshFast( ) → void

refreshSlow( ) → void

refresh( ) → void

refreshTick(dt: ?) → void

argtypedescription
dt?

nearestNpc(maxd: ?) → void

argtypedescription
maxd?

nearestCrate(maxd: ?) → void

argtypedescription
maxd?

lootCrate(eid: ?) → void

argtypedescription
eid?

quaffHealth( ) → void

handleInput(dt: ?) → void

argtypedescription
dt?

applyMobTransforms( ) → void

tickPet(dt: ?) → void

argtypedescription
dt?

handleBossAdds( ) → void

updateRing( ) → void

ageFloaters(dt: ?) → void

argtypedescription
dt?

applyPlayerMoves( ) → void

tickGame(dt: ?) → void

argtypedescription
dt?

startGame(className: ?) → void

argtypedescription
className?

onCallback(id: ?, data: ?) → void

argtypedescription
id?
data?

setupWorld( ) → void

dbg( ) → void

count(t: ?, pred: ?) → void

argtypedescription
t?
pred?

drive(action: ?, a: ?, b: ?) → void

argtypedescription
action?
a?
b?

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

Sub-parts

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17+items
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# OgUi Origocraft's view layer — every zui screen, as **pure builders**: each returns a widget tree from the current game state and never mutates it. Screens it builds: - **Menus** — main / class-select / settings / credits. - **HUD** — player, target, and pet frames; the ability hotbar; the Dawnvale minimap; the quest tracker; the combat log; the XP bar. - **World overlay** — floating combat text, enemy nameplates, the cast bar, boss slam warnings, audio-cue subtitles, the victory banner. - **Panels** — inventory/character, NPC dialogue, vendor, bank, pause, and death. ## How the controller drives it The screens read live game state through six refs the controller **binds once per refresh**, then calls the builders: ```luau local Ui = require("@root::og.OgUi") Ui.bind({ S = state, U = uiState, actors = actors, saved = saved, w2s = worldToScreen, readPos = readPos }) ui.updateScreen("og_frames", Ui.scrFrames()) ui.updateScreen("og_menu", Ui.buildMenu()) ``` Exposed builders: `scrDim`, `buildMenu`, `buildPanel`, `scrFrames`, `scrMap`, `scrQuest`, `scrLog`, `scrBar`, `buildOverlay`. Requires [OgData](../OgData.module) and [OgSim](../OgSim.module) for content and queries, and `@builtin::modules.zui` for widgets. Reskinning the game is a matter of editing this module — the palette `C` and every layout live here, and nothing here touches entities or the simulation.
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# 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.
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# OgVoxel A module script.
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# OgScenery The scenery builder for Origocraft. Spawns the static stage — Dawnvale town, the Whispering Wood, the mire, the Sunken Glade, the graveyard, and **Frostmere Reach** (the northern frontier: a snowfield, Frostmere Hold keep, frozen pines, and the Frost-Jarl's hall) — plus the PBR materials they use. - `ensureMaterials()` — idempotently creates the `ow_*` material set. - `buildScenery()` — clears prior scenery (`ow_prop`/`ground`) and rebuilds the whole zone. Safe to call repeatedly. - `clearAll()` — despawn scenery only. - `LAYOUT` — the data the controller reads to place actors: `playerSpawn`, `graveyard`, `townCenter`, `dungeonCenter`, `packs`, `crates`. ```luau local Scenery = require("@root::og.OgScenery") Scenery.buildScenery() local spawn = Scenery.LAYOUT.playerSpawn ``` No data dependency. Spawns only from its functions — never at module load — so requiring it is side-effect free.
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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. `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`. ```luau local Sim = require("@root::og.OgSim") local state = Sim.newState() Sim.createCharacter(state, "warrior", "Recruit") ``` Requires [OgData](../OgData.module). 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.
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backing path · OrigoGame.component

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