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openspec/changes/enterprise-gaming-r3f-npc/proposal.md
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openspec/changes/enterprise-gaming-r3f-npc/proposal.md
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# OpenSpec Change: enterprise-gaming-r3f-npc
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- **Change ID**: enterprise-gaming-r3f-npc
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- **Package**: `@suaveplan/r3f-npc`
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- **Category**: gaming/gameplay
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- **Target path**: `gaming/gameplay/r3f-npc`
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- **Status**: PROPOSED
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- **Date**: 2026-04-24
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---
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## Summary
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Deliver `@suaveplan/r3f-npc` on the genesis branch from scratch at enterprise quality. The package is the R3F rendering layer for `@suaveplan/npc`: `NpcMesh` composing `@suaveplan/r3f-character` locomotion with NPC state from the NpcRegistry, `BehaviorTreeDebug` overlay visualizing node states (running/success/failure) in a floating tree panel, `NpcNameplate` billboarded nameplate with health bar and status icon, `DialogueTrigger` component showing proximity-based interaction prompt and wiring into `@suaveplan/dialogue`, and `NpcMarker` minimap dot. Genesis adds 100% coverage and Storybook stories.
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---
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## Available workspace deps
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`@suaveplan/npc`, `@suaveplan/behavior-tree`, `@suaveplan/dialogue`, `@suaveplan/r3f-character`, `@suaveplan/r3f-ui`, `@suaveplan/error`, `@suaveplan/types`, react, `@react-three/fiber`, `@react-three/drei`, three.
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---
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## Public API surface
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```ts
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function NpcMesh(props: NpcMeshProps): JSX.Element
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// npcId, model, showNameplate, showDebug
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function BehaviorTreeDebug(props: BehaviorTreeDebugProps): JSX.Element
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// treeRef, visible, position
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function NpcNameplate(props: NpcNameplateProps): JSX.Element
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// name, health, maxHealth, statusIcon
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function DialogueTrigger(props: DialogueTriggerProps): JSX.Element
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// npcId, triggerRadius, prompt
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function NpcMarker(props: NpcMarkerProps): JSX.Element
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// npcId, icon, color
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```
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---
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## File layout
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```text
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gaming/gameplay/r3f-npc/
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package.json / tsconfig.json / vitest.config.ts
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src/
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index.ts / error-codes.ts
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types/common.ts + md
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components/
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NpcMesh/ (tsx + md + test + stories + index)
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BehaviorTreeDebug/ (tsx + md + test + stories + index)
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NpcNameplate/ (tsx + md + test + stories + index)
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DialogueTrigger/ (tsx + md + test + stories + index)
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NpcMarker/ (tsx + md + test + stories + index)
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tests/integration.test.ts
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```
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openspec/changes/enterprise-gaming-r3f-npc/tasks.md
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openspec/changes/enterprise-gaming-r3f-npc/tasks.md
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# Tasks: enterprise-gaming-r3f-npc
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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-npc/` (`@suaveplan/r3f-npc`, `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 — Components
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- [ ] `NpcMesh` — composes r3f-character with NpcRegistry state
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- [ ] `BehaviorTreeDebug` — floating tree panel with node status colors
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- [ ] `NpcNameplate` — billboarded name + health bar + status icon
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- [ ] `DialogueTrigger` — proximity interaction prompt wired to @suaveplan/dialogue
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- [ ] `NpcMarker` — minimap dot with icon/color
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- [ ] Tests + Storybook stories for each
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## Phase 4 — Integration tests
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- [ ] `tests/integration.test.ts` — NPC state → mesh, dialogue trigger proximity
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## Phase 5 — Pre-publish gate
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- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-npc` green
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- [ ] 100% coverage
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- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-npc`
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