Subsystems¶
Each CTLD domain is owned by a singleton manager (see Architecture). The pages below document the internal model, pipelines, and public surface of each subsystem.
| Subsystem | What it covers |
|---|---|
| Scene engine | Scene data model, step execution, FARP pack flow, authoring a new scene |
| Crate spawn pipeline | Crate spawn / load / unload / assembly and spawnableCrates processing |
| Troop + JTAC lifecycle | Troop group state machine, JTAC instance model, transition rules |
| Zone management | Zone types, TRZ naming, discovery algorithm, public methods |
| Vehicle system | CTLDVehicle state machine, load/unload pipeline, native cargo |
| Beacon system | Beacon groups, mark ID allocation, battery model |
| Recon system | Scan → mark pipeline, layer lifecycle |
| F10 menu system | Dynamic menu architecture, section registration, flight-state refresh |
| Player tracking | Player object schema, lifecycle, cargo weight tracking |
| AA system assembly | AA template format, assembly check, AI zone delivery |