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# Tasks: enterprise-gaming-r3f-combat
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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/gameplay/r3f-combat/` (`@suaveplan/r3f-combat`, `0.1.0`, `sideEffects: false`)
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## Phase 2 — Types + error codes
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- [ ] `src/types/common.ts` + `common.md`
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- [ ] `src/error-codes.ts`
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## Phase 3 — Context + hook
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- [ ] `CombatEffectsProvider` — subscribes to combat/weapons event buses
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- [ ] `useCombatEffects` hook
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- [ ] Tests + docs
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## Phase 4 — Components
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- [ ] `HitboxDebug` — per-bone capsule/sphere wireframe overlays
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- [ ] `ProjectileTrails` — instanced TubeGeometry with fade-out
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- [ ] `MuzzleFlash` — billboard sprite with duration/intensity
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- [ ] `ImpactEffects` — pooled instanced particle bursts
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- [ ] `DamageNumbers` — billboarded floating Text via drei
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- [ ] Tests + Storybook stories for each
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## Phase 5 — Integration tests
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- [ ] `tests/integration.test.ts` — event-driven effect lifecycle
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## Phase 6 — Pre-publish gate
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- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-combat` green
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- [ ] 100% coverage
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- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-combat`
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