# OpenSpec Change: enterprise-gaming-emotes - **Change ID**: enterprise-gaming-emotes - **Package**: `@suaveplan/emotes` - **Category**: gaming/multiplayer - **Target path**: `gaming/multiplayer/emotes` - **Status**: PROPOSED - **Date**: 2026-04-24 - **Reference spec**: `/mnt/s/web/suaveplan/enterprise/emotes.md` --- ## Summary Deliver `@suaveplan/emotes` on the genesis branch from scratch at enterprise quality. The package provides an emote/expression system with a typed registry, per-emote cooldowns, and level-gated unlocking. An `EmoteRegistry` holds `EmoteDefinition` objects with animation clip reference, duration, and required level; an `EmoteManager` per player tracks active emote, enforces cooldown, and validates unlock status before playing; it fires `@suaveplan/events` `emote:play` and `emote:stop` events. Genesis adds Zod definition schemas, structured errors, OTel emote-play counter, injectable clock, 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:^`) | `EmoteError`; `EMOTE.*` codes | | `@suaveplan/types` (`workspace:^`) | `Clock` | | `@suaveplan/events` (`workspace:^`) | `emote:play`, `emote:stop`, `emote:unlocked` events | | `zod` (`catalog:forms`) | `EmoteDefinition` schema | | `@opentelemetry/api` (`catalog:observability`) | Emote-play counter | --- ## Public API surface ```ts interface EmoteDefinition { id: string name: string animationClipId: string duration: number // seconds; 0 = loop until stopped cooldown?: number // seconds, default 2 requiredLevel?: number // default 0 (available to all) category?: string isLooping?: boolean } function createEmoteRegistry(): EmoteRegistry interface EmoteRegistry { register(def: EmoteDefinition): void get(id: string): EmoteDefinition | undefined listByCategory(category?: string): EmoteDefinition[] } function createEmoteManager(options: EmoteManagerOptions): EmoteManager interface EmoteManagerOptions { playerId: string registry: EmoteRegistry unlockedIds?: string[] clock?: Clock } interface EmoteManager { play(emoteId: string, playerLevel?: number): EmotePlayResult stop(): void unlock(emoteId: string): void isUnlocked(emoteId: string): boolean isOnCooldown(emoteId: string): boolean tick(dt: number): void readonly activeEmote: EmoteDefinition | null readonly unlockedIds: ReadonlySet } interface EmotePlayResult { emoteId: string startedAt: number endsAt: number | null // null = looping } ``` ### Error codes ```ts type EmoteErrorCode = | 'EMOTE_NOT_FOUND' | 'EMOTE_LOCKED' | 'EMOTE_ON_COOLDOWN' | 'EMOTE_LEVEL_REQUIRED' | 'EMOTE_ALREADY_PLAYING' ``` --- ## File layout ```text gaming/multiplayer/emotes/ package.json tsconfig.json vitest.config.ts src/ index.ts error-codes.ts constants/index.ts types/common.ts types/common.md core/ emote-registry/ emote-registry.ts emote-registry.md emote-registry.test.ts index.ts emote-manager/ emote-manager.ts emote-manager.md emote-manager.types.ts emote-manager.test.ts index.ts tests/ integration.test.ts ``` --- ## Impact **Downstream**: `@suaveplan/r3f-animation` plays the emote animation clip on the character. Prerequisites: `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`.