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12 changes: 12 additions & 0 deletions guides/deployment.mdx
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---
title: "Deployment"
description: "Deploy Hyperscape to production environments"

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icon: "rocket"
---

## Deployment Overview

Hyperscape uses a split deployment architecture with separate environments for production and staging:

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### Production Architecture

Expand Down Expand Up @@ -129,13 +129,13 @@
**Deployment Process:**
1. Push to `main` branch triggers workflow
2. GitHub Actions calls Railway GraphQL API
3. Railway rebuilds using Nixpacks configuration

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4. Server restarts with new code
5. Manifests fetched from CDN at startup

### Manual Setup

Hyperscape includes automated Railway deployment via GitHub Actions. The server is deployed using Nixpacks with automatic manifest fetching from CDN.

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### Architecture

Expand Down Expand Up @@ -163,7 +163,7 @@
- 'Dockerfile.server'
```

The GitHub Actions workflow (`.github/workflows/deploy-railway.yml`) uses Railway's GraphQL API to trigger redeployments.

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### Manual Deployment

Expand All @@ -188,7 +188,7 @@

### Railway Configuration

The deployment uses **nixpacks** for building (configured in `nixpacks.toml`):

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```toml
[phases.setup]
Expand Down Expand Up @@ -296,7 +296,7 @@
<Step title="Connect repository">
1. Go to Cloudflare Pages dashboard
2. Create new project from GitHub
3. Select the Hyperscape repository

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</Step>

<Step title="Configure build">
Expand Down Expand Up @@ -365,7 +365,7 @@

### Alternative: Neon PostgreSQL

For serverless PostgreSQL with better free tier:

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1. Create database at [neon.tech](https://neon.tech)
2. Copy connection string
Expand All @@ -375,7 +375,7 @@

### Cloudflare R2 (Production)

Hyperscape uses Cloudflare R2 for asset storage with global CDN distribution.

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<Steps>
<Step title="Create R2 bucket">
Expand Down Expand Up @@ -417,7 +417,7 @@

### CDN Architecture

Hyperscape uses a CDN-based architecture for serving game assets (models, textures, audio, manifests):

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**Required Manifests:**
- `npcs.json` - NPC and mob definitions
Expand All @@ -436,6 +436,18 @@
└── web/ # PhysX WASM runtime
```

### CORS Configuration for Assets

The assets CDN is configured with CORS headers to allow cross-origin loading from game clients:

```
Access-Control-Allow-Origin: *
Access-Control-Allow-Methods: GET, HEAD, OPTIONS
Access-Control-Max-Age: 86400
```

This enables the game client to load 3D models, textures, and manifests from the CDN regardless of the client's origin. The CORS configuration is automatically applied to all assets served from Cloudflare R2.

### Development CDN Fallback

In development, if local CDN is incomplete, the server automatically falls back to production CDN:
Expand Down Expand Up @@ -585,4 +597,4 @@
- [ ] CDN serving assets
- [ ] WebSocket URL configured
- [ ] SSL/TLS enabled
- [ ] CORS allowlist includes production domains

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51 changes: 51 additions & 0 deletions wiki/data/overview.mdx
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---
title: "Data Manifests Overview"
description: "Manifest-driven content system for NPCs, items, and world areas"

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icon: "database"
---

Expand Down Expand Up @@ -58,12 +58,12 @@
│ └── misc.json # Miscellaneous items
├── recipes/ # Crafting recipes by skill
│ ├── cooking.json # Cooking recipes
│ ├── firemaking.json # Firemaking recipes

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│ ├── smelting.json # Ore smelting recipes
│ ├── smithing.json # Smithing recipes

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│ ├── fletching.json # Fletching recipes (NEW)

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│ ├── crafting.json # Crafting recipes (NEW)
│ ├── runecrafting.json # Runecrafting recipes (NEW)

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│ └── tanning.json # Leather tanning recipes
├── gathering/ # Gathering skill data
│ ├── woodcutting.json # Tree data
Expand Down Expand Up @@ -100,7 +100,7 @@
| `category` | `"mob" \| "boss" \| "quest" \| "neutral"` | NPC type |
| `stats` | `NPCStats` | Combat stats (attack, strength, defense, health, ranged, level) |
| `drops` | `DropTable` | Loot table with rarity tiers |
| `spawnBiomes` | `string[]` | Biomes where NPC spawns |

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| `modelPath` | `string` | Path to 3D model |
| `behavior` | `"passive" \| "aggressive"` | Combat behavior |

Expand Down Expand Up @@ -259,10 +259,10 @@
```

**Supported Tiers:**
- **Melee**: bronze, iron, steel, black, mithril, adamant, rune, dragon

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- **Tools**: Same as melee (with different skill requirements)
- **Ranged**: leather, studded, green_dhide, blue_dhide, red_dhide, black_dhide

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- **Magic**: wizard, mystic, infinity, ahrims

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### Item Helper Functions

Expand Down Expand Up @@ -309,7 +309,7 @@

### Bank Notes

The system supports bank notes for stackable versions of items:

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```typescript
// From packages/shared/src/data/items.ts
Expand All @@ -332,7 +332,7 @@

## Drop Tables

NPCs have tiered drop tables:

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```typescript
interface DropTable {
Expand Down Expand Up @@ -396,7 +396,7 @@

## World Areas

World areas define zones, biomes, and spawn points:

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```
packages/shared/src/data/
Expand All @@ -412,7 +412,7 @@
| `name` | Display name |
| `biome` | Biome type (forest, plains, etc.) |
| `difficulty` | 0-3 difficulty level |
| `mobs` | NPCs that spawn here |

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| `resources` | Trees, fishing spots, etc. |
| `isSafe` | Whether it's a safe zone |

Expand All @@ -433,7 +433,7 @@

## Stations

Crafting stations are interactive objects that enable processing skills like smithing, smelting, and cooking:

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```typescript
interface StationData {
Expand Down Expand Up @@ -544,7 +544,7 @@

Stations are defined in `stations.json`:

- **Anvil** - Used for smithing bars into equipment

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- **Furnace** - Used for smelting ores into bars
- **Range** - Used for cooking food (reduces burn chance compared to fires)
- **Bank Booth** - Used for accessing bank storage
Expand Down Expand Up @@ -596,7 +596,7 @@

| Station | Purpose | Model | Scale | Y Offset |
|---------|---------|-------|-------|----------|
| **Anvil** | Smithing bars into equipment | `models/anvil/anvil.glb` | 0.5 | 0.2 |

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| **Furnace** | Smelting ores into bars | `models/furnace/furnace.glb` | 1.5 | 1.0 |
| **Cooking Range** | Cooking food (reduced burn chance) | `models/cooking-range/cooking-range.glb` | 1.0 | 0.5 |
| **Bank Chest** | Accessing bank storage | `models/bank-chest/bank-chest.glb` | 0.5 | 0.75 |
Expand Down Expand Up @@ -632,7 +632,7 @@
| Dragon | 2 |
| Rune | 3 |
| Adamant | 4 |
| Mithril | 5 |

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| Steel | 6 |
| Iron | 7 |
| Bronze | 8 (worst) |
Expand All @@ -644,14 +644,14 @@
| Dragon | 2 | 3 |
| Rune | 3 | 3 |
| Adamant | 4 | 4 |
| Mithril | 5 | 5 |

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| Steel | 6 | 6 |
| Iron | 7 | 7 |
| Bronze | 8 | 8 |

---

## Vegetation & Biomes

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### Vegetation Assets

Expand Down Expand Up @@ -683,9 +683,56 @@
- `fallen_tree` - Fallen logs
- `mushroom` - Giant mushrooms (added in recent update)

### Model Bounds System

The `model-bounds.json` manifest provides pre-calculated bounding boxes and footprints for 3D models:

```typescript
interface ModelBounds {
id: string; // Model identifier
assetPath: string; // Path to GLB model
bounds: {
min: { x: number; y: number; z: number; };
max: { x: number; y: number; z: number; };
};
dimensions: {
x: number; // Width in meters
y: number; // Height in meters
z: number; // Depth in meters
};
footprint: {
width: number; // Grid footprint width
depth: number; // Grid footprint depth
};
}
```

**Purpose:**
- Pre-calculated bounds avoid runtime model loading for collision detection
- Footprint data used for station placement and terrain flattening
- Enables efficient spatial queries without loading full 3D models
- Generated automatically from model files with 1-meter tile size

The model bounds system is used by the terrain flattening system to calculate station footprints and by the collision system for efficient spatial queries.

### Biomes

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The `biomes.json` manifest defines terrain biomes with vegetation, mobs, and environmental properties:

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**Available Biomes:**

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- **Plains** - Open grasslands with gentle rolling hills (difficulty 0)
- **Forest** - Dense woodland with abundant trees (difficulty 1)
- **Valley** - Low-lying areas between hills (difficulty 0)
- **Mountains** - High elevation rocky peaks (difficulty 2)
- **Tundra** - Frozen wasteland with ice and snow (difficulty 3)
- **Desert** - Arid wasteland with sand dunes (difficulty 2)
- **Lakes** - Water bodies and fishing spots (difficulty 0)
- **Swamp** - Murky wetlands with twisted vegetation (difficulty 1)
- **Canyon** - Red-rock canyon lands with terraced mesas (difficulty 2, NEW)

### Biome Vegetation Layers

Biomes in `biomes.json` define procedural vegetation layers that reference vegetation assets:

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```typescript
interface VegetationLayer {
Expand All @@ -704,10 +751,14 @@
```

**Recent Updates**:
- **Canyon biome added** - Red-rock terrain with terraced mesas and sparse vegetation
- **Tree model improvements** - Normalized fir and maple root depths to prevent floating
- **Tree recoloring** - Maple leaves now vermillion red-orange (#D04838), knotwood leaves warm amber (#C4832A)

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- **Tree scale adjustments** - Better visual proportions across all tree variants
- Mushroom vegetation added to all biomes with varying densities (2-30)

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- Tree density reduced in plains biome (8 → 5)
- Mushroom clustering varies by biome (cluster size 3-8)
- Firemaking fire 3D model added (`models/firemaking-fire/firemaking-fire.glb`)

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---

Expand All @@ -715,7 +766,7 @@

Recipe manifests define crafting, processing, and production activities for artisan skills. All recipes follow a consistent structure with inputs, outputs, tools, level requirements, and XP rewards.

### Fletching Recipes

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The `recipes/fletching.json` manifest defines bow and arrow crafting:

Expand All @@ -739,10 +790,10 @@
**Recipe Categories**:
- `arrow_shafts` - Knife + logs → arrow shafts (15-90 per log)
- `headless_arrows` - Arrow shafts + feathers → headless arrows
- `shortbows` - Knife + logs → unstrung shortbows

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- `longbows` - Knife + logs → unstrung longbows
- `stringing` - Bowstring + unstrung bow → finished bow
- `arrows` - Arrowtips + headless arrows → finished arrows

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### Crafting Recipes

Expand Down Expand Up @@ -771,11 +822,11 @@
**Recipe Categories**:
- `leather` - Needle + thread + leather → leather armor
- `studded` - Leather armor + steel studs → studded armor
- `dragonhide` - Needle + thread + dragon leather → dragonhide armor

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- `jewelry` - Gold bar + gems + mould → jewelry (at furnace)
- `gem_cutting` - Chisel + uncut gem → cut gem

### Runecrafting Recipes

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The `recipes/runecrafting.json` manifest defines rune crafting at altars:

Expand Down Expand Up @@ -849,14 +900,14 @@
| **Goblin Slayer** | Novice | 1 | Help Captain Rowan deal with the goblin threat |
| **Lumberjack's First Lesson** | Novice | 1 | Help Forester Wilma gather and burn firewood |
| **Fresh Catch** | Novice | 1 | Help Fisherman Pete catch and cook fish |
| **Torvin's Tools** | Novice | 1 | Help Torvin forge a set of bronze tools |

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### Quest Stage Types

- **dialogue** - Talk to an NPC
- **kill** - Defeat a specific number of NPCs

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- **gather** - Collect items through skilling
- **interact** - Use items or stations (cooking, smithing, etc.)

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---

Expand All @@ -867,7 +918,7 @@
- Items: Add to appropriate file in `items/` directory
- Gathering: Add to `gathering/woodcutting.json`, `mining.json`, or `fishing.json`
- Recipes: Add to appropriate file in `recipes/` directory
- NPCs: Add to `npcs.json`

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</Step>
<Step title="Follow existing patterns">
Use the same structure as existing entries. For tiered equipment, specify the `tier` field.
Expand All @@ -893,12 +944,12 @@

Three new artisan skills added with complete OSRS-accurate recipe manifests:

- **Fletching**: Arrow shafts, headless arrows, shortbows, longbows, bow stringing, arrow tipping (40+ recipes)

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- **Crafting**: Leather armor, studded armor, dragonhide armor, jewelry, gem cutting (25+ recipes)

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- **Runecrafting**: Air, mind, water, earth, fire, chaos runes with multi-rune level thresholds

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**New Assets**:
- Firemaking fire 3D model (`models/firemaking-fire/firemaking-fire.glb`)

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- Comprehensive armor manifest with 80+ armor pieces across all combat styles

### Manifest Refactor (PR #3)
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- **Items split by type**: Weapons, tools, resources, food, ammunition, runes, armor, 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, firemaking, fletching, crafting, and runecrafting

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Did you really mean 'fletching'?

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Did you really mean 'runecrafting'?
- **Centralized requirements**: `tier-requirements.json` provides OSRS-accurate level requirements
- **Skill unlocks**: `skill-unlocks.json` documents progression milestones

### New Vegetation (PR #4)

Mushroom vegetation added to biomes with configurable density, clustering, and spawn parameters.

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