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# OpenSpec Change: enterprise-gaming-weather
- **Change ID**: enterprise-gaming-weather
- **Package**: `@suaveplan/weather`
- **Category**: gaming/world
- **Target path**: `gaming/world/weather`
- **Status**: PROPOSED
- **Date**: 2026-04-24
- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/weather.md`
---
## Summary
Deliver `@suaveplan/weather` on the genesis branch from scratch at enterprise quality. The package provides dynamic weather simulation with smooth transitions, regional zones, and gameplay effects. A `WeatherSystem` holds the current `WeatherState` (temperature, precipitation, wind, visibility, lightning) and advances it by transitioning toward a `WeatherPreset`; `WeatherZone` maps world regions to preset overrides; a `WeatherTransition` interpolates between two presets over a configurable duration. Genesis adds Zod preset schemas, structured errors, OTel weather-state gauge, injectable clock and RNG, and 100% coverage.
---
## Current-state audit (genesis)
Package does not exist on genesis yet — fresh build.
---
## Available workspace deps on genesis
| Package | Role |
|---|---|
| `@suaveplan/error` (`workspace:^`) | `WeatherError`; `WEATHER.*` codes |
| `@suaveplan/types` (`workspace:^`) | `Clock`, `Rng` |
| `@suaveplan/events` (`workspace:^`) | `weather:changed`, `weather:lightning`, `weather:zone_entered` events |
| `@suaveplan/day-night` (`workspace:^`) | `DayNightClock` for time-based weather probability |
| `zod` (`catalog:forms`) | `WeatherPreset`, `WeatherZone` schemas |
| `@opentelemetry/api` (`catalog:observability`) | Weather-state change counter |
---
## Public API surface
```ts
interface WeatherPreset {
name: string
temperature: number // celsius
precipitation: number // 0–1
windSpeed: number // m/s
windDirection: number // degrees
visibility: number // 0–1 (1=clear, 0=zero visibility)
fogDensity: number // 0–1
cloudCover: number // 0–1
lightningProbability?: number // per-minute probability 0–1
}
interface WeatherState extends WeatherPreset {
readonly isTransitioning: boolean
readonly transitionProgress: number // 0–1
}
function createWeatherSystem(options: WeatherSystemOptions): WeatherSystem
interface WeatherSystemOptions {
initialPreset: WeatherPreset
transitionDuration?: number // seconds, default 60
clock?: Clock
rng?: Rng
}
interface WeatherSystem {
transitionTo(preset: WeatherPreset, duration?: number): void
tick(dt: number): void
readonly state: WeatherState
readonly currentPreset: WeatherPreset
}
// Weather zones
function createWeatherZone(options: WeatherZoneOptions): WeatherZone
interface WeatherZoneOptions {
id: string
center: Vec3
radius: number
preset: WeatherPreset
blendRadius?: number // blend distance at zone edge
}
interface WeatherZone {
readonly id: string
getBlendFactor(position: Vec3): number // 0 = outside, 1 = fully inside
}
function blendWeather(base: WeatherPreset, override: WeatherPreset, factor: number): WeatherPreset
```
### Error codes
```ts
type WeatherErrorCode =
| 'WEATHER_INVALID_PRESET'
| 'WEATHER_ZONE_NOT_FOUND'
| 'WEATHER_TRANSITION_INVALID'
```
---
## File layout
```text
gaming/world/weather/
package.json
tsconfig.json
vitest.config.ts
src/
index.ts
error-codes.ts
constants/index.ts
types/common.ts
types/common.md
core/
weather-system/
weather-system.ts
weather-system.md
weather-system.types.ts
weather-system.test.ts
index.ts
weather-zone/
weather-zone.ts
weather-zone.md
weather-zone.types.ts
weather-zone.test.ts
index.ts
presets/
index.ts # CLEAR, RAIN, STORM, SNOW, FOG built-in presets
utils/
blend.ts
blend.md
blend.test.ts
tests/
integration.test.ts
```
---
## Impact
**Downstream**: `@suaveplan/r3f-weather` renders rain particles, fog, lightning effects driven by `WeatherState`. Prerequisites: `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`, `@suaveplan/day-night`.

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# Tasks: enterprise-gaming-weather
## 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/world/weather/` (`@suaveplan/weather`, `0.1.0`, `sideEffects: false`)
- [ ] `tsconfig.json`, `vitest.config.ts`
## Phase 2 — Error codes & constants
- [ ] `src/error-codes.ts` + `src/constants/index.ts`
- [ ] `src/presets/index.ts` — CLEAR, RAIN, STORM, SNOW, FOG presets
## Phase 3 — Types
- [ ] `src/types/common.ts` + `common.md`
## Phase 4 — Blend utility
- [ ] `src/utils/blend.ts` — `blendWeather` linear interpolation of all fields
- [ ] Tests + docs
## Phase 5 — Weather zone
- [ ] `src/core/weather-zone/weather-zone.ts` — radius + blend edge, getBlendFactor
- [ ] Tests + docs
## Phase 6 — Weather system
- [ ] `src/core/weather-system/weather-system.ts` — state machine, transitionTo/tick, lightning RNG, events, OTel
- [ ] Tests (transition progress, lightning fires event, zone blend)
- [ ] Docs
## Phase 7 — Integration tests
- [ ] `tests/integration.test.ts` — preset sequence: CLEAR → RAIN → STORM → tick through transitions
## Phase 8 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/weather` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/weather`