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openspec/changes/enterprise-gaming-building/proposal.md
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openspec/changes/enterprise-gaming-building/proposal.md
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# OpenSpec Change: enterprise-gaming-building
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- **Change ID**: enterprise-gaming-building
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- **Package**: `@suaveplan/building`
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- **Category**: gaming/world
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- **Target path**: `gaming/world/building`
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- **Status**: PROPOSED
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- **Date**: 2026-04-24
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- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/building.md`
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---
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## Summary
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Deliver `@suaveplan/building` on the genesis branch from scratch at enterprise quality. The package provides a player building system with snap placement, structural integrity simulation, and blueprint serialization. A `BuildingPieceRegistry` holds typed piece descriptors (walls, floors, roofs, foundations); a `PlacementEngine` validates snap socket connections and surface collisions; a `StructureGraph` tracks piece adjacency for structural integrity (floating pieces detected by DFS); `Blueprint` captures a structure as a serializable set of piece instances. Genesis adds Zod piece schemas, structured errors, OTel placement counter, and 100% coverage.
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---
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## Current-state audit (genesis)
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Package does not exist on genesis yet — fresh build.
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---
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## Available workspace deps on genesis
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| Package | Role |
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|---|---|
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| `@suaveplan/error` (`workspace:^`) | `BuildingError`; `BUILDING.*` codes |
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| `@suaveplan/types` (`workspace:^`) | `IdGenerator` |
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| `@suaveplan/events` (`workspace:^`) | `building:placed`, `building:removed`, `building:unstable` events |
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| `@suaveplan/serialize` (`workspace:^`) | Blueprint serialization |
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| `zod` (`catalog:forms`) | Piece descriptor + blueprint schemas |
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| `@opentelemetry/api` (`catalog:observability`) | Piece count gauge, placement counter |
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---
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## Public API surface
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```ts
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type PieceCategory = 'foundation' | 'wall' | 'floor' | 'roof' | 'door' | 'window' | 'stair' | 'decoration'
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interface SnapSocket {
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id: string
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position: Vec3 // local space offset from piece center
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rotation: Quat
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acceptsCategories: PieceCategory[]
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}
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interface PieceDescriptor {
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id: string
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name: string
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category: PieceCategory
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sockets: SnapSocket[]
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bounds: { min: Vec3; max: Vec3 }
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health: number
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resourceCost?: Record<string, number>
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}
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function createBuildingPieceRegistry(): BuildingPieceRegistry
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interface BuildingPieceRegistry {
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register(piece: PieceDescriptor): void
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get(id: string): PieceDescriptor | undefined
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listByCategory(category: PieceCategory): PieceDescriptor[]
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}
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interface PieceInstance {
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instanceId: string
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pieceId: string
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position: Vec3
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rotation: Quat
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health: number
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connectedTo: string[] // instanceIds of adjacent pieces
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}
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function createPlacementEngine(registry: BuildingPieceRegistry): PlacementEngine
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interface PlacementEngine {
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findSnap(piece: PieceDescriptor, cursorPosition: Vec3, existingPieces: PieceInstance[]): SnapResult | null
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validatePlacement(pieceId: string, position: Vec3, rotation: Quat, existingPieces: PieceInstance[]): ValidationResult
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place(pieceId: string, position: Vec3, rotation: Quat): PieceInstance
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}
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interface SnapResult {
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position: Vec3
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rotation: Quat
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socketId: string
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targetInstanceId: string
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}
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interface ValidationResult {
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valid: boolean
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reason?: string
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}
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function createStructureGraph(): StructureGraph
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interface StructureGraph {
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addPiece(instance: PieceInstance): void
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removePiece(instanceId: string): void
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getUnstable(): string[] // instanceIds with no path to foundation
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isStable(): boolean
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}
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// Blueprint
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function captureBlueprint(pieces: PieceInstance[]): Blueprint
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function applyBlueprint(blueprint: Blueprint, origin: Vec3): PieceInstance[]
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interface Blueprint {
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id: string
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name: string
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pieces: Array<{ pieceId: string; relativePosition: Vec3; rotation: Quat }>
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createdAt: number
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}
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```
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### Error codes
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```ts
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type BuildingErrorCode =
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| 'BUILDING_PIECE_NOT_FOUND'
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| 'BUILDING_PLACEMENT_INVALID'
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| 'BUILDING_NO_FOUNDATION'
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| 'BUILDING_UNSTABLE'
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| 'BUILDING_SOCKET_MISMATCH'
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```
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---
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## File layout
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```text
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gaming/world/building/
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package.json
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tsconfig.json
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vitest.config.ts
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src/
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index.ts
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error-codes.ts
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constants/index.ts
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types/common.ts
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types/common.md
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core/
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piece-registry/
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piece-registry.ts
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piece-registry.md
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piece-registry.test.ts
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index.ts
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placement-engine/
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placement-engine.ts
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placement-engine.md
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placement-engine.types.ts
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placement-engine.test.ts
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index.ts
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structure-graph/
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structure-graph.ts
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structure-graph.md
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structure-graph.types.ts
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structure-graph.test.ts
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index.ts
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blueprint/
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blueprint.ts
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blueprint.md
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blueprint.types.ts
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blueprint.test.ts
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index.ts
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tests/
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integration.test.ts
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```
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---
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## Impact
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**Downstream**: `@suaveplan/r3f-building` renders ghost preview and placed pieces. Prerequisites: `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`, `@suaveplan/serialize`.
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51
openspec/changes/enterprise-gaming-building/tasks.md
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51
openspec/changes/enterprise-gaming-building/tasks.md
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# Tasks: enterprise-gaming-building
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## 0. Pre-flight (non-negotiable)
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- [ ] 0.1 Confirm clean working tree (`git status` reports nothing) and no in-flight worktrees with uncommitted work (`git worktree list` then `git status` in each)
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- [ ] 0.2 If any worktrees exist under `.claude/worktrees/`, account for each one: still-active agent, work-pending-merge, or stale-and-prune. Stale worktrees MUST be removed (`git worktree remove`) before opening a new one — code that has been lost twice on main is the failure mode this guards against.
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- [ ] 0.3 Confirm the package set in `MANIFEST.md` matches `find packages -maxdepth 3 -name package.json` count. Drift here means a prior change archived without regenerating the manifest.
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## Phase 1 — Scaffold
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- [ ] Create `gaming/world/building/` (`@suaveplan/building`, `0.1.0`, `sideEffects: false`)
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- [ ] `tsconfig.json`, `vitest.config.ts`
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## Phase 2 — Error codes & constants
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- [ ] `src/error-codes.ts` + `src/constants/index.ts`
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## Phase 3 — Types
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- [ ] `src/types/common.ts` + `common.md`
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## Phase 4 — Piece registry
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- [ ] `src/core/piece-registry/piece-registry.ts` — register/get/listByCategory, Zod validation
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- [ ] Tests + docs
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## Phase 5 — Placement engine
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- [ ] `src/core/placement-engine/placement-engine.ts` — snap socket search, collision validation, place
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- [ ] Tests (snap finds nearest socket, invalid placement reasons)
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- [ ] Docs
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## Phase 6 — Structure graph
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- [ ] `src/core/structure-graph/structure-graph.ts` — adjacency graph, DFS flood from foundations, unstable detection
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- [ ] Tests + docs
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## Phase 7 — Blueprint
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- [ ] `src/core/blueprint/blueprint.ts` — capture/apply with relative offsets, serialize/deserialize
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- [ ] Tests + docs
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## Phase 8 — Integration tests
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- [ ] `tests/integration.test.ts` — place foundation + walls → check stable → remove foundation → unstable detection
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## Phase 9 — Pre-publish gate
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- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/building` green
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- [ ] 100% coverage
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- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/building`
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