Module Reference¶
One page per top-level Code/ module, generated from that module's own
README.md -- see Standards/02_DOCUMENTATION_STANDARDS.md §2
for the template every one of these follows (Purpose, Responsibilities, Not
responsible for, Dependencies, Public API, Events published, Persistence, Future
improvements).
| Module | Purpose |
|---|---|
| Admin | Moderation commands (/grant, /revoke, /kick, /ban, /unban, /mute, |
| Banking | A second, bank-held balance per character, distinct from Economy's cash on |
| Bulletin | A short, server-wide announcement admins can set, visible to every player. |
| Characters | The playable persona and the account above it. |
| Chat | Channel routing — recipient computation, permission/cooldown/cost gates, and a |
| Commands | One registration point for every chat-typed player action: registry, access- |
| Core | The cross-cutting concerns every other module depends on: the module lifecycle |
| Crime | Warrants and arrest — the mechanism half of the justice system, built to be |
| Economy | One character-scoped balance, floored at zero, with no debt — the single legacy |
| Housing | Property groups: buying a fixed set of World ownables (Door, WorldContainer) |
| Interaction | One framework for every timed, cancellable player action, replacing the |
| Inventories | One inventory implementation, used identically by a character, a world |
| Items | The authored template for everything a player can carry, use, wear, or store |
| Jobs | The group→gang→team hierarchy, job definitions, and joining. |
| Law | The ten-laws noticeboard — deliberately, provably inert. |
| Licences | A player-earned/purchased licence that gates carrying or using items of a |
| Movement | The Character↔pawn Transform binding named as a gap since Milestone 6 and decided |
| Needs | One generic model for an ambient per-character resource that decays passively |
| Ownerships | One generic claim over an entity — who owns it, and who else may access it — |
| Ui | The registration points standing HUD elements and player-menu tabs attach to, |
| Vehicles | The second ownable world entity, after World's Door. |
| Vendors | A static, ownerless shop entity -- ROADMAP.md Milestone 14 is explicit: *"nothing |
| World | The ownable world entity types: a door, and a lockable container. |