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# OpenSpec Change: enterprise-gaming-r3f-inventory
- **Change ID**: enterprise-gaming-r3f-inventory
- **Package**: `@suaveplan/r3f-inventory`
- **Category**: gaming/gameplay
- **Target path**: `gaming/gameplay/r3f-inventory`
- **Status**: PROPOSED
- **Date**: 2026-04-24
---
## Summary
Deliver `@suaveplan/r3f-inventory` on the genesis branch from scratch at enterprise quality. The package provides a 3D grid-based inventory rendered inside a React Three Fiber scene or as an HTML overlay: `InventoryGrid` with configurable cell size and slot count, `ItemMesh` showing a 3D model preview of each item, `EquipmentSlots` with body-region anchors, `LootTable` drop-chance visualization, and `useInventory()` backed by a framework-agnostic `InventoryManager`. Drag-and-drop reordering, stack splitting, and equipment slot restriction rules are enforced by the manager. Genesis adds 100% coverage and Storybook stories.
---
## Available workspace deps
`@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`, react, `@react-three/fiber`, `@react-three/drei`, three.
---
## Public API surface
```ts
interface InventoryItem {
id: string
name: string
stackSize: number
maxStack: number
equipSlot?: EquipmentSlot
modelUrl?: string
iconUrl?: string
}
type EquipmentSlot = 'head' | 'chest' | 'legs' | 'feet' | 'mainHand' | 'offHand' | 'ring' | 'neck'
function createInventoryManager(options: InventoryOptions): InventoryManager
function InventoryGrid(props: InventoryGridProps): JSX.Element
function EquipmentSlots(props: EquipmentSlotsProps): JSX.Element
function ItemMesh(props: ItemMeshProps): JSX.Element
function LootTableDisplay(props: LootTableDisplayProps): JSX.Element
function useInventory(): InventoryState & { manager: InventoryManager }
```
---
## File layout
```text
gaming/gameplay/r3f-inventory/
package.json / tsconfig.json / vitest.config.ts
src/
index.ts / error-codes.ts
types/common.ts + md
state/inventory-manager.ts + md + test
hooks/use-inventory.ts + md + test
components/
InventoryGrid/ (tsx + md + test + stories + index)
EquipmentSlots/ (tsx + md + test + stories + index)
ItemMesh/ (tsx + md + test + stories + index)
LootTableDisplay/ (tsx + md + test + stories + index)
tests/integration.test.ts
```

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# Tasks: enterprise-gaming-r3f-inventory
## 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/gameplay/r3f-inventory/` (`@suaveplan/r3f-inventory`, `0.1.0`, `sideEffects: false`)
## Phase 2 — Types + error codes
- [ ] `src/types/common.ts` + `common.md`
- [ ] `src/error-codes.ts`
## Phase 3 — InventoryManager + hook
- [ ] `InventoryManager` — add/remove/move/split/equip/unequip, slot restriction rules
- [ ] `useInventory` hook backed by useSyncExternalStore
- [ ] Tests + docs
## Phase 4 — Components
- [ ] `InventoryGrid` — grid cells, drag-and-drop, stack splitting
- [ ] `EquipmentSlots` — body-region anchors with slot restriction
- [ ] `ItemMesh` — 3D model preview with fallback icon
- [ ] `LootTableDisplay` — drop-chance bars
- [ ] Tests + Storybook stories for each
## Phase 5 — Integration tests
- [ ] `tests/integration.test.ts` — equip flow, stack split, loot roll
## Phase 6 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-inventory` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-inventory`