# Tasks: enterprise-gaming-emotes ## 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/multiplayer/emotes/` (`@suaveplan/emotes`, `0.1.0`, `sideEffects: false`) - [ ] `tsconfig.json`, `vitest.config.ts` ## Phase 2 — Error codes & constants - [ ] `src/error-codes.ts` + `src/constants/index.ts` — `DEFAULT_COOLDOWN` ## Phase 3 — Types - [ ] `src/types/common.ts` + `common.md` ## Phase 4 — Emote registry - [ ] `src/core/emote-registry/emote-registry.ts` — register/get/listByCategory - [ ] Tests + docs ## Phase 5 — Emote manager - [ ] `src/core/emote-manager/emote-manager.ts` — play/stop/unlock, cooldown tracking, level gate, tick/auto-stop, events, OTel - [ ] Tests (level gate, cooldown, looping vs. timed) - [ ] Docs ## Phase 6 — Integration tests - [ ] `tests/integration.test.ts` — unlock → play → tick to end → cooldown → play again ## Phase 7 — Pre-publish gate - [ ] `bunx turbo lint typecheck test --filter=@suaveplan/emotes` green - [ ] 100% coverage - [ ] Publish: `bun scripts/publish.ts --package @suaveplan/emotes`