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How the systems connect

One operation. Several clear owners.

These examples show the boundary between one SGF mechanism and the next. For genre-level assemblies, explore the game compositions.

01 / System flow

A melee contact

Detection is not a damage formula.

  1. StormCombat

    Detects an authored melee contact.

  2. Your resolver

    Chooses its effect using the game's rules.

  3. Body or abilities

    Optionally respond through StormBody and abilities.

02 / System flow

An equipped weapon

Item identity, possession and equipment are separate responsibilities.

  1. StormItems

    Identifies the item.

  2. StormInventory

    Optionally owns it.

  3. First-party adapter

    Requests a tagged StormEquipment slot change.

  4. Weapon / appearance adapters

    Optionally respond to the equipment change.

03 / System flow

An enemy crosses an obstacle

Planning a crossing is not supplying an animation.

  1. SGFAI route

    Route planning includes a traversal edge.

  2. StormTraversal

    Selects and rechecks a provider.

  3. Project movement

    Game-authored movement executes.

  4. Route outcome

    The outcome returns to the route.

04 / System flow

A world event chooses a place

World identity does not define the event.

  1. SGFWorld

    Describes meaningful areas.

  2. SGFWorldDirectorAdapter

    Queries a valid loaded place.

  3. SGFDirector

    Checks conditions and objectives.

  4. Game script

    A studio-authored event script acts.

05 / System flow

A vehicle returns from save

Fuel and doors may persist; occupancy is re-evaluated.

  1. SGFTransport

    Maintains vehicle state.

  2. SGFTransportSave

    Captures durable properties.

  3. SGFSave

    Stores the record.

  4. Authority-side restore

    Authoritative components restore it; occupants are handled anew.

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