# Tasks: enterprise-gaming-destructibles ## 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/combat/destructibles/` (`@suaveplan/destructibles`, `0.1.0`, `sideEffects: false`) - [ ] `tsconfig.json`, `vitest.config.ts` ## Phase 2 — Error codes & constants - [ ] `src/error-codes.ts` + `src/constants/index.ts` ## Phase 3 — Types - [ ] `src/types/common.ts` + `common.md` ## Phase 4 — Loot roller - [ ] `src/utils/loot-roller.ts` — probability roll with injectable Rng, quantity range - [ ] Tests + docs ## Phase 5 — Destructible object - [ ] `src/core/destructible-object/destructible-object.ts` — health tracking, fracture trigger, loot drop, OTel - [ ] Tests + docs ## Phase 6 — Debris manager - [ ] `src/core/debris-manager/debris-manager.ts` — add/tick/getActive/clear, lifetime expiry - [ ] Tests + docs ## Phase 7 — Integration tests - [ ] `tests/integration.test.ts` — damage → fracture → loot → debris expiry ## Phase 8 — Pre-publish gate - [ ] `bunx turbo lint typecheck test --filter=@suaveplan/destructibles` green - [ ] 100% coverage - [ ] Publish: `bun scripts/publish.ts --package @suaveplan/destructibles`