🧠 High-Level Architecture: Space Simulation System (7019)

🌌 Core Design Principles

PrincipleDescription
3D Continuous SpaceObjects exist in real-valued (x, y, z) space, not discrete sectors.
Time-Driven SimulationA tick engine runs every Δt, updating all object states.
Entity-Component System (ECS)Each object (ship, planet, wormhole) is an entity composed of components (e.g., physics, sensors).
Event-Driven CommunicationAll meaningful changes generate outbound events published to Redis.
Deterministic LogicSimulation should be replayable/debuggable given same input and seed.
Stochastic InteractionsProbability-driven events (e.g., detection rolls, jump gate anomalies).
ExpandabilityDesigned for integration with AI (LLM NPCs), diplomacy, economy, etc.

🔩 Core Components & Systems

ComponentDescription
Object ManagerTracks all entities: ID, type, position, velocity, status
Physics EngineApplies Newtonian motion per tick (velocity, acceleration, trajectory)
Sensor SystemSimulates active/passive scans, stealth, jamming, range attenuation
Event QueueEmits JSON events (arrival, collision, scan result, combat hit) to Redis
Interaction EngineHandles ship-to-ship combat, hailing, boarding, trade, docking
Topology EngineModels wormholes, sector boundaries, restricted zones
AI Engine (optional)For autonomous trade fleets, pirate behavior, NPC reactions
Time ManagerControls tick rate, real-time scaling, and scheduled triggers
World GeneratorProcedurally builds or loads systems (e.g., stars, planets, stations)
Persistence LayerSaves current state to disk or MariaDB every N ticks

🌐 Key Objects & Data Structures

📏 Space Units & Scaling

FeatureValue
PositionFloating-point meters (or km AU-scale)
Time step0.5s ticks (tuneable)
DetectionLine-of-sight + signal attenuation by distance + stealth rating
Range unitsFixed or logarithmic sensor falloff

🔄 Simulation Loop (Tick Engine)

  1. For each tick (every 500ms):
    • Update all object positions based on velocity and acceleration.
    • Check for interactions (arrivals, proximity triggers, collisions).
    • Run sensor detection and generate detection events.
    • Process queued player commands (via Redis).
    • Apply ship systems (cooldowns, recharge, passive systems).
    • Emit events as needed (to bridge:events).

📡 Sensor Model

Sensor TypePassive/ActiveNotes
VisualPassiveLimited by obstruction and light
RadarActiveReveals own position, high range
Etheric ScanActiveLong-range; blocked by interference
LLM AnalysisPassiveAI-driven sensor interpretation
Signature-Each ship has a stealth/visibility score
ECM/ECCM-Electronic countermeasures affect rolls

🧠 Command Flow (Player → Engine)

PennMUSH sends JSON command to bridge:commands:

{
  "ship_id": "VSS-AURORA",
  "command": "maneuver",
  "heading": [90, 0],
  "thrust": 0.4
}

Space engine consumes it, updates trajectory. Tick engine applies physics. Event generated:

{
  "event": "arrived",
  "ship_id": "VSS-AURORA",
  "location": "Tau-Ceti Station",
  "timestamp": 8292013.1
}

Event pushed to bridge:events.

🔮 Future Integration Points

🧰 Tech Stack

SubsystemLanguage/Lib
Space EngineRust
Serializationserde_json, ron, or flatbuffers
Redis Queueredis-rs
Vector Mathnalgebra, glam
Physics/Sim LoopCustom or integrate with physics engine (e.g., Rapier if needed)
PersistenceMariaDB, PostgreSQL, or flat file JSON snapshotting
Testing & DebugCLI harness + deterministic seeds for replayability