A server-side ability system built around a modular, service-oriented architecture. The framework is designed to handle ability logic through a centralized execution pipeline rather than hardcoded gameplay scripts.
Each ability is registered through a configuration-based system and processed through a consistent lifecycle:
Validation → Cooldown Check → Execution → Logging → Metrics Tracking
The system supports multiple ability types including movement, combat, support, and status effects, all implemented through a shared interface.
Modular service-based architecture separating execution, validation, and ability logic.
Data-driven ability registration allowing new abilities to be added without modifying core systems.
Deterministic service initialization with ordered dependency injection.
Dynamic ability registration during initialization