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# OpenSpec Change: enterprise-gaming-r3f-character-vehicle
- **Change ID**: enterprise-gaming-r3f-character-vehicle
- **Package**: `@suaveplan/r3f-character-vehicle`
- **Category**: gaming/character
- **Target path**: `gaming/character/r3f-character-vehicle`
- **Status**: PROPOSED
- **Date**: 2026-04-24
- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/r3f-character-vehicle.md`
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## Summary
Deliver `@suaveplan/r3f-character-vehicle` on the genesis branch from scratch at enterprise quality. The package provides character-vehicle integration for React Three Fiber: enter/exit interactions (proximity detection → mount/dismount animation → authority transfer), smooth camera transition between character and vehicle modes, and driver pose IK (hands to steering wheel). A `CharacterVehicleSystem` FSM manages the `on-foot | entering | driving | exiting` state machine; `useCharacterVehicle()` exposes current state. Genesis adds structured errors, OTel state-change counter, and 100% coverage.
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## Available workspace deps
`@suaveplan/error`, `@suaveplan/fsm`, `@suaveplan/r3f-character`, `@suaveplan/r3f-vehicle`, `@suaveplan/ik-solver`, react, `@react-three/fiber`, `@react-three/drei`, three.
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## Public API surface
```ts
function CharacterVehicleSystem(props: CharacterVehicleSystemProps): JSX.Element
function useCharacterVehicle(): CharacterVehicleState
// state: 'on-foot' | 'entering' | 'driving' | 'exiting'
// nearestVehicle, activeVehicle
// enterVehicle(), exitVehicle()
```
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## File layout
```text
gaming/character/r3f-character-vehicle/
package.json / tsconfig.json / vitest.config.ts
src/
index.ts / error-codes.ts
types/common.ts + md
core/fsm/ (ts + md + types + test + index)
context/character-vehicle-provider.tsx + md + test
hooks/use-character-vehicle.ts + md + test
components/
CharacterVehicleSystem/ (tsx + md + test + stories + index)
tests/integration.test.ts
```

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# Tasks: enterprise-gaming-r3f-character-vehicle
## 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 + types
- [ ] Create `gaming/character/r3f-character-vehicle/`
## Phase 2 — FSM
- [ ] on-foot → entering → driving → exiting state machine
- [ ] Proximity detection, mount/dismount event hooks
- [ ] Tests + docs
## Phase 3 — Provider + `useCharacterVehicle`
- [ ] Context bridging character and vehicle instances
## Phase 4 — `CharacterVehicleSystem` component + story
- [ ] Driver pose IK (hands on wheel), camera transition
## Phase 5 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-character-vehicle` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-character-vehicle`