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    <title>Assemblies :: Unofficial EVE Frontier Development Notes</title>
    <link>https://f76f6398.frontier-scetrov-live.pages.dev/develop/world-contracts/assemblies/index.html</link>
    <description>The contracts/world/sources/assemblies/ folder contains the Layer 2: Game-Defined Assemblies of the EVE Frontier architecture. These modules act as the orchestration layer, composing various Layer 1 Primitives (like fuel, energy, and inventory) into functional in-game structures.&#xA;Folder Overview: Core Components This folder defines the “Smart Assemblies” that players interact with on-chain. Each assembly is implemented as a Sui Shared Object, allowing for concurrent access by multiple players and game systems.&#xA;File Description assembly.move The base logic for all generalized assemblies, handling fundamental lifecycle operations like anchoring, un-anchoring, and toggling online/offline states. storage_unit.move A specialized assembly representing a programmable, on-chain storage structure that allows players to manage items under custom-designed rules. gate.move A programmable structure enabling travel across space, with support for linking, distance verification, and extension-controlled access via jump permits. turret.move A programmable defense structure for space control, with support for custom targeting priority logic and energy reservation. 1. assembly.move: The Generalized Framework This module provides the template for any physical structure deployed in the game world.</description>
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    <lastBuildDate>Fri, 13 Mar 2026 00:00:00 +0000</lastBuildDate>
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      <title>assembly.move</title>
      <link>https://f76f6398.frontier-scetrov-live.pages.dev/develop/world-contracts/assemblies/assembly.move/index.html</link>
      <pubDate>Fri, 13 Mar 2026 00:00:00 +0000</pubDate>
      <guid>https://f76f6398.frontier-scetrov-live.pages.dev/develop/world-contracts/assemblies/assembly.move/index.html</guid>
      <description>Overview This report provides a technical overview of the assembly.move module, the core architectural component of the EVE Frontier world contracts. It serves as the orchestration layer where game “digital physics” (Primitives) meet player-driven logic (Extensions).&#xA;Learning Objectives By the end of this article, you will be able to:&#xA;Define the role of an Assembly within the three-layer architecture. Explain the life cycle of an Assembly object from initialization to destruction. Describe the Type-Based Authorization pattern used for third-party modding. Visualize how an Assembly composes multiple Primitives into a single game entity. 1. Role and Definition An Assembly is the Layer 2 implementation of an in-game structure (e.g., a Stargate or Storage Unit). It acts as a container for various Primitives and defines the high-level API that players and external contracts interact with.</description>
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    <item>
      <title>storage_unit.move</title>
      <link>https://f76f6398.frontier-scetrov-live.pages.dev/develop/world-contracts/assemblies/storage_unit.move/index.html</link>
      <pubDate>Fri, 13 Mar 2026 00:00:00 +0000</pubDate>
      <guid>https://f76f6398.frontier-scetrov-live.pages.dev/develop/world-contracts/assemblies/storage_unit.move/index.html</guid>
      <description>Overview This report provides a comprehensive technical analysis of the storage_unit.move module. As a specialized implementation of the Assembly architecture, the Storage Unit serves as the primary persistence layer for items within the EVE Frontier universe, facilitating the secure bridging of assets between the game server and the blockchain.&#xA;Learning Objectives By the end of this article, you will be able to:&#xA;Analyze the StorageUnit data structure and its use of Dynamic Fields for multi-tenant inventory management. Explain the dependency between StorageUnit lifecycle states and NetworkNode energy handling. Trace the execution flow of item bridging (Game-to-Chain and Chain-to-Game). Evaluate the security model governing access control and sponsorship requirements. 1. Core Component Architecture The StorageUnit is a shared object that acts as a container for operational primitives and user inventories. Unlike simple assemblies, it must handle storage for multiple users (Character inventories) and the structure itself (Output inventory).</description>
    </item>
    <item>
      <title>gate.move</title>
      <link>https://f76f6398.frontier-scetrov-live.pages.dev/develop/world-contracts/assemblies/gate.move/index.html</link>
      <pubDate>Fri, 13 Mar 2026 00:00:00 +0000</pubDate>
      <guid>https://f76f6398.frontier-scetrov-live.pages.dev/develop/world-contracts/assemblies/gate.move/index.html</guid>
      <description>Overview The promise of a truly decentralized metaverse lies in “digital physics”—a set of immutable, composable rules that enable emergent gameplay and player-driven innovation. In the EVE Frontier world contracts, the Smart Gate system is a primary example of this philosophy. Far more than a simple teleportation point, the Gate is a programmable structure that balances core game integrity with unprecedented player agency.&#xA;This guide provides a comprehensive technical breakdown of Gate architecture, logic, and extensibility for developers building on the Frontier platform.</description>
    </item>
    <item>
      <title>turret.move</title>
      <link>https://f76f6398.frontier-scetrov-live.pages.dev/develop/world-contracts/assemblies/turret.move/index.html</link>
      <pubDate>Fri, 13 Mar 2026 00:00:00 +0000</pubDate>
      <guid>https://f76f6398.frontier-scetrov-live.pages.dev/develop/world-contracts/assemblies/turret.move/index.html</guid>
      <description>The Turret is a programmable defense structure in the EVE Frontier world. It is a Sui shared object anchored to a Network Node, projecting offensive or defensive power over a fixed location based on builder-defined targeting rules.&#xA;Builders control two key behaviors:&#xA;InProximity — reacts to ships entering the turret’s engagement range. Aggression — responds to hostile actions from ships within range. A configurable on-chain priority queue determines how targets are ranked and engaged. When a change occurs (ship enters range, starts attacking, stops attacking), the game sends the full target list and a set of affected targets describing what changed, and receives back a prioritized return list. Owners can define custom targeting logic through extension contracts using the typed witness pattern.</description>
    </item>
    <item>
      <title>network_node.move</title>
      <link>https://f76f6398.frontier-scetrov-live.pages.dev/develop/world-contracts/assemblies/network-node/network_node.move/index.html</link>
      <pubDate>Fri, 13 Mar 2026 00:00:00 +0000</pubDate>
      <guid>https://f76f6398.frontier-scetrov-live.pages.dev/develop/world-contracts/assemblies/network-node/network_node.move/index.html</guid>
      <description>The Network Node module represents the primary energy infrastructure of the EVE Frontier universe. Positioned as a Layer 2 (Assembly), it acts as the &#39;Standardized Glue&#39; that orchestrates the relationship between raw energy primitives and functional assemblies like Storage Units and Gates. By converting fuel into usable energy (GJ), the Network Node serves as the lifeblood of any celestial installation, enforcing the &#39;Digital Physics&#39; of resource consumption and power distribution.</description>
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