# OpenSpec Change: enterprise-gaming-weapons - **Change ID**: enterprise-gaming-weapons - **Package**: `@suaveplan/weapons` - **Category**: gaming/combat - **Target path**: `gaming/combat/weapons` - **Status**: PROPOSED - **Date**: 2026-04-24 - **Reference spec**: `/mnt/s/web/suaveplan/enterprise/weapons.md` --- ## Summary Deliver `@suaveplan/weapons` on the genesis branch from scratch at enterprise quality. The package provides a weapon system with projectile ballistics, melee attacks, recoil patterns, ammo management, and attachment slots. A `WeaponRegistry` holds typed `WeaponDefinition` descriptors; `WeaponInstance` tracks runtime state (current ammo, reload timer, heat); `ProjectileSimulator` advances projectile positions each tick applying drag and gravity. All outputs are damage events consumable by `@suaveplan/combat`. Genesis adds Zod schemas for weapon definitions, structured errors, OTel shot counters, 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:^`) | `WeaponError`; `WEAPON.*` codes | | `@suaveplan/types` (`workspace:^`) | `Clock`, `IdGenerator` | | `@suaveplan/events` (`workspace:^`) | `weapon:fire`, `weapon:reload`, `weapon:empty` events | | `@suaveplan/combat` (`workspace:^`) | `DamageEvent` type consumed by fire logic | | `zod` (`catalog:forms`) | `WeaponDefinition`, `AmmoConfig` schemas | | `@opentelemetry/api` (`catalog:observability`) | Shots-fired counter, reload timer histogram | --- ## Public API surface ```ts type WeaponClass = 'pistol' | 'rifle' | 'shotgun' | 'sniper' | 'smg' | 'melee' | 'explosive' interface WeaponDefinition { id: string name: string class: WeaponClass damage: number damageType: DamageType fireRate: number // rounds per second magazineSize: number reloadTime: number // seconds projectileSpeed?: number // m/s; undefined = instant hitscan spread: number // degrees recoilPattern?: Vec2[] // sequence of screen-space offsets attachmentSlots?: string[] isMelee?: boolean meleeRange?: number // meters } function createWeaponRegistry(): WeaponRegistry interface WeaponRegistry { register(def: WeaponDefinition): void get(id: string): WeaponDefinition | undefined list(): WeaponDefinition[] } function createWeaponInstance(def: WeaponDefinition, options?: WeaponInstanceOptions): WeaponInstance interface WeaponInstance { readonly definition: WeaponDefinition readonly ammo: number readonly isReloading: boolean readonly nextFireTime: number fire(origin: Vec3, direction: Vec3, shooterId: string): FireResult | null reload(): void tick(dt: number): void addAttachment(slot: string, attachment: Attachment): void removeAttachment(slot: string): void } interface FireResult { projectileId?: string // present for ballistic projectiles damageEvent?: DamageEvent // present for hitscan muzzlePosition: Vec3 direction: Vec3 } // Projectile simulator (ballistic weapons) function createProjectileSimulator(options?: ProjectileSimulatorOptions): ProjectileSimulator interface ProjectileSimulator { spawn(id: string, origin: Vec3, velocity: Vec3, def: WeaponDefinition): void tick(dt: number): ProjectileUpdate[] destroy(id: string): void } interface ProjectileUpdate { id: string position: Vec3 velocity: Vec3 traveledMeters: number expired: boolean } interface Attachment { id: string slot: string damageMultiplier?: number fireRateMultiplier?: number spreadModifier?: number displayName: string } ``` ### Error codes ```ts type WeaponErrorCode = | 'WEAPON_NOT_FOUND' | 'WEAPON_EMPTY' | 'WEAPON_RELOADING' | 'WEAPON_FIRE_RATE_EXCEEDED' | 'WEAPON_INVALID_ATTACHMENT' ``` --- ## New additions for genesis 1. **Ballistic drop** — projectile velocity decreases by `gravity * dt`; configurable drag coefficient. 2. **Recoil pattern playback** — `recoilPattern` cycles through offsets each shot, resetting after trigger release. 3. **Attachment modifiers** — multiplicative stacking for damage, fire rate, spread; additive for reload time. 4. **OTel** — `weapon.shots_fired_total` counter (by weapon class); `weapon.reload_duration_ms` histogram. --- ## File layout ```text gaming/combat/weapons/ package.json tsconfig.json vitest.config.ts src/ index.ts error-codes.ts constants/index.ts types/common.ts types/common.md core/ weapon-registry/ weapon-registry.ts weapon-registry.md weapon-registry.types.ts weapon-registry.test.ts index.ts weapon-instance/ weapon-instance.ts weapon-instance.md weapon-instance.types.ts weapon-instance.test.ts index.ts projectile-simulator/ projectile-simulator.ts projectile-simulator.md projectile-simulator.types.ts projectile-simulator.test.ts index.ts tests/ integration.test.ts ``` --- ## Impact **Downstream**: `@suaveplan/r3f-combat` renders muzzle flash and projectile trails from fire events. Prerequisites: `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`, `@suaveplan/combat`.