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openspec/changes/enterprise-gaming-r3f-pathfinding/tasks.md
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# Tasks: enterprise-gaming-r3f-pathfinding
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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-pathfinding/` (`@suaveplan/r3f-pathfinding`, `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 — NavMesh + pathfinding core
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- [ ] `navmesh-builder.ts` — bake walkable mesh from geometry
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- [ ] `astar.ts` — A* with polygon graph
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- [ ] `funnel.ts` — string-pull funnel algorithm
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- [ ] Tests + docs
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## Phase 4 — Steering + crowd
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- [ ] `behaviours.ts` — seek/flee/arrive/separation/cohesion
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- [ ] `orca.ts` — local avoidance for crowd agents
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- [ ] Tests + docs
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## Phase 5 — Context + hook
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- [ ] `NavMeshProvider` + `usePathfinding` hook
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- [ ] Tests + docs
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## Phase 6 — Components
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- [ ] `NavMeshDebug` — wireframe overlay
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- [ ] `SteeringAgent` — per-agent steering apply
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- [ ] `Crowd` — N-agent management
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- [ ] Tests + Storybook stories for each
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## Phase 7 — Integration tests
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- [ ] `tests/integration.test.ts` — findPath, crowd avoidance
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## Phase 8 — Pre-publish gate
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- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-pathfinding` green
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- [ ] 100% coverage
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- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-pathfinding`
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