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# OpenSpec Change: enterprise-gaming-destructibles
- **Change ID**: enterprise-gaming-destructibles
- **Package**: `@suaveplan/destructibles`
- **Category**: gaming/combat
- **Target path**: `gaming/combat/destructibles`
- **Status**: PROPOSED
- **Date**: 2026-04-24
- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/destructibles.md`
---
## Summary
Deliver `@suaveplan/destructibles` on the genesis branch from scratch at enterprise quality. The package provides a destructible environment system with fracture patterns, debris management, and loot spawning. A `DestructibleObject` holds health state and a `FracturePattern` — a list of named fragment descriptors with relative positions, masses, and spawn probabilities; when health reaches zero, `fracture()` computes which fragments to spawn and what loot to drop. A `DebrisManager` tracks active debris with lifetime timers. Genesis adds Zod schemas, structured errors, OTel destruction counters, and 100% coverage.
---
## Current-state audit (genesis)
Package does not exist on genesis yet — fresh build.
---
## Available workspace deps on genesis
| Package | Role |
|---|---|
| `@suaveplan/error` (`workspace:^`) | `DestructiblesError`; `DESTRUCT.*` codes |
| `@suaveplan/types` (`workspace:^`) | `Clock`, `IdGenerator` |
| `@suaveplan/events` (`workspace:^`) | `destructible:fracture`, `destructible:debris:expired` events |
| `@suaveplan/combat` (`workspace:^`) | `DamageEvent` consumed to damage destructibles |
| `zod` (`catalog:forms`) | `FracturePattern`, `LootTable` schemas |
| `@opentelemetry/api` (`catalog:observability`) | Fracture event counter |
---
## Public API surface
```ts
interface FragmentDescriptor {
id: string
relativePosition: Vec3
mass: number
spawnProbability: number // 0–1
impulse?: Vec3
}
interface FracturePattern {
fragments: FragmentDescriptor[]
debrisLifetime?: number // seconds; undefined = permanent
}
interface LootEntry {
itemId: string
probability: number
quantity: [min: number, max: number]
}
interface LootTable {
entries: LootEntry[]
rollCount: [min: number, max: number]
}
function createDestructibleObject(options: DestructibleOptions): DestructibleObject
interface DestructibleOptions {
id: string
maxHealth: number
fracturePattern: FracturePattern
lootTable?: LootTable
clock?: Clock
}
interface DestructibleObject {
readonly id: string
readonly health: number
readonly isDestroyed: boolean
applyDamage(event: DamageEvent): void
fracture(rng: Rng): FractureResult
repair(amount?: number): void
}
interface FractureResult {
fragments: SpawnedFragment[]
loot: DroppedItem[]
}
interface SpawnedFragment {
id: string
position: Vec3
impulse: Vec3
expiresAt?: number
}
interface DroppedItem {
itemId: string
quantity: number
position: Vec3
}
// Debris manager
function createDebrisManager(options?: DebrisManagerOptions): DebrisManager
interface DebrisManager {
add(fragment: SpawnedFragment): void
tick(dt: number): ExpiredFragment[]
getActive(): SpawnedFragment[]
clear(): void
}
```
### Error codes
```ts
type DestructErrorCode =
| 'DESTRUCT_OBJECT_NOT_FOUND'
| 'DESTRUCT_ALREADY_DESTROYED'
| 'DESTRUCT_INVALID_PATTERN'
| 'DESTRUCT_LOOT_FAILED'
```
---
## New additions for genesis
1. **RNG-driven loot rolls** — injectable `Rng` from `@suaveplan/types` for deterministic loot in tests.
2. **Debris lifetime timer** — `DebrisManager.tick()` returns expired fragments for physics engine cleanup.
3. **OTel** — `destructible.fractures_total` counter; `destructible.loot_drops_total` counter.
---
## File layout
```text
gaming/combat/destructibles/
package.json
tsconfig.json
vitest.config.ts
src/
index.ts
error-codes.ts
constants/index.ts
types/common.ts
types/common.md
core/
destructible-object/
destructible-object.ts
destructible-object.md
destructible-object.types.ts
destructible-object.test.ts
index.ts
debris-manager/
debris-manager.ts
debris-manager.md
debris-manager.types.ts
debris-manager.test.ts
index.ts
utils/
loot-roller.ts
loot-roller.md
loot-roller.test.ts
tests/
integration.test.ts
```
---
## Impact
**Downstream**: `@suaveplan/r3f-combat` spawns visual fragments from `FractureResult`. Prerequisites: `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`, `@suaveplan/combat`.

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# Tasks: enterprise-gaming-destructibles
## 0. Pre-flight (non-negotiable)
- [ ] 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)
- [ ] 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.
- [ ] 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.
## Phase 1 — Scaffold
- [ ] Create `gaming/combat/destructibles/` (`@suaveplan/destructibles`, `0.1.0`, `sideEffects: false`)
- [ ] `tsconfig.json`, `vitest.config.ts`
## Phase 2 — Error codes & constants
- [ ] `src/error-codes.ts` + `src/constants/index.ts`
## Phase 3 — Types
- [ ] `src/types/common.ts` + `common.md`
## Phase 4 — Loot roller
- [ ] `src/utils/loot-roller.ts` — probability roll with injectable Rng, quantity range
- [ ] Tests + docs
## Phase 5 — Destructible object
- [ ] `src/core/destructible-object/destructible-object.ts` — health tracking, fracture trigger, loot drop, OTel
- [ ] Tests + docs
## Phase 6 — Debris manager
- [ ] `src/core/debris-manager/debris-manager.ts` — add/tick/getActive/clear, lifetime expiry
- [ ] Tests + docs
## Phase 7 — Integration tests
- [ ] `tests/integration.test.ts` — damage → fracture → loot → debris expiry
## Phase 8 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/destructibles` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/destructibles`