Manifest-Driven Design
Hyperscape uses a manifest-driven architecture where all game content (NPCs, items, world areas) is defined in external data files rather than hardcoded in logic. This separation enables:- Easy content updates — Edit JSON, restart server
- Community modding — No code changes required
- AI generation — Generate content with Asset Forge
- Clean separation — Data vs logic isolation
All manifests are loaded from
world/assets/manifests/ at runtime by the DataManager.Data Architecture
Manifest Files Location
NPCs & Mobs
NPCs are loaded from JSON at runtime into theALL_NPCS Map:
NPC Data Structure
Each NPC has these properties (fromtypes/entities/npc-mob-types.ts):
Available 3D Models
NPCs:NPC Helper Functions
Spawn Constants
Items
Items are loaded from JSON into theITEMS Map. Items are now organized into separate files by type for better organization:
Item Types & Organization
Tier-Based Equipment
Items now use a centralized tier system defined intier-requirements.json. Equipment references their tier (e.g., “bronze”, “steel”, “rune”) and the system looks up requirements automatically:
- Melee: bronze, iron, steel, black, mithril, adamant, rune, dragon
- Tools: Same as melee (with different skill requirements)
- Ranged: leather, studded, green_dhide, blue_dhide, red_dhide, black_dhide
- Magic: wizard, mystic, infinity, ahrims
Item Helper Functions
Shop Items
Bank Notes
The system supports bank notes for stackable versions of items:Drop Tables
NPCs have tiered drop tables:Drop Calculation
World Areas
World areas define zones, biomes, and spawn points:Zone Properties
Banks & Stores
- Bank — Item storage facility
- General Store — Basic equipment vendor
Stations
Crafting stations are interactive objects that enable processing skills like smithing, smelting, and cooking:Available Stations
Station Models
3D models for crafting stations in the assets repository:Crafting Stations
Stations are defined instations.json:
- Anvil - Used for smithing bars into equipment
- Furnace - Used for smelting ores into bars
- Cooking Range - Used for cooking food (reduces burn chance)
- Bank Booth - Used for accessing bank storage
Tool Metadata
Thetools.json manifest defines tool-specific properties:
- Skill - Which skill the tool is used for
- Tier - Tool tier (bronze, iron, steel, etc.)
- Priority - Tool selection priority (higher = better)
- Roll Ticks - For mining pickaxes, ticks between roll attempts
Skill Progression
Crafting Stations
Stations are defined instations.json and represent interactive objects in the world used for processing skills:
Available Stations
Stations are placed in world areas and interact with the corresponding recipe manifests (
recipes/smithing.json, recipes/smelting.json, etc.).
Tool Metadata
Thetools.json manifest defines tool-specific properties separate from item definitions:
Tool Priority System
When multiple tools are available, the system selects the highest priority tool: Woodcutting Hatchets:
Mining Pickaxes (also includes
rollTicks for mining speed):
Vegetation & Biomes
Vegetation Assets
Thevegetation.json manifest defines procedural vegetation assets for world generation:
tree- Large treesbush- Small bushes and shrubsfern- Ground fernsflower- Decorative flowersgrass- Grass patchesrock- Decorative rocksfallen_tree- Fallen logsmushroom- Giant mushrooms (added in recent update)
Biome Vegetation Layers
Biomes inbiomes.json define procedural vegetation layers that reference vegetation assets:
- Mushroom vegetation added to all biomes with varying densities (2-30)
- Tree density reduced in plains biome (8 → 5)
- Mushroom clustering varies by biome (cluster size 3-8)
Adding New Content
1
Choose the right manifest
- Items: Add to appropriate file in
items/directory - Gathering: Add to
gathering/woodcutting.json,mining.json, orfishing.json - Recipes: Add to appropriate file in
recipes/directory - NPCs: Add to
npcs.json
2
Follow existing patterns
Use the same structure as existing entries. For tiered equipment, specify the
tier field.3
Generate 3D model (optional)
Use Asset Forge to create a new model, or use existing models
4
Restart server
The DataManager loads manifests on startup
5
Test in game
Verify the new content appears correctly
Recent Changes
Manifest Refactor (PR #3)
The manifest system was recently refactored for better scalability and organization:- Items split by type: Weapons, tools, resources, food, and misc are now in separate files
- Gathering resources: Woodcutting, mining, and fishing data moved to dedicated files
- Recipe system: New recipes directory for smelting, smithing, cooking, and firemaking
- Centralized requirements:
tier-requirements.jsonprovides OSRS-accurate level requirements - Skill unlocks:
skill-unlocks.jsondocuments progression milestones
New Vegetation (PR #4)
Mushroom vegetation added to biomes with configurable density, clustering, and spawn parameters.GitHub Integration
The repository now includes Claude Code GitHub Actions for automated assistance:.github/workflows/claude.yml- Responds to@claudementions in issues and PRs.github/workflows/claude-code-review.yml- Automated code review on pull requests.github/workflows/update-docs.yml- Automatically updates documentation when manifests change
Detailed Documentation
NPC Data Structure
Complete NPC schema, aggro types, drop tables, spawn constants, and helper functions.
Item Data Structure
Item types, stats, requirements, equipment slots, noted items, and shop items.
Gathering & Crafting
Woodcutting, mining, fishing, smelting, smithing, cooking, and firemaking systems.
Tier Requirements
Centralized equipment and tool level requirements by tier.