# Tasks: enterprise-gaming-r3f-inventory ## 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/gameplay/r3f-inventory/` (`@suaveplan/r3f-inventory`, `0.1.0`, `sideEffects: false`) ## Phase 2 — Types + error codes - [ ] `src/types/common.ts` + `common.md` - [ ] `src/error-codes.ts` ## Phase 3 — InventoryManager + hook - [ ] `InventoryManager` — add/remove/move/split/equip/unequip, slot restriction rules - [ ] `useInventory` hook backed by useSyncExternalStore - [ ] Tests + docs ## Phase 4 — Components - [ ] `InventoryGrid` — grid cells, drag-and-drop, stack splitting - [ ] `EquipmentSlots` — body-region anchors with slot restriction - [ ] `ItemMesh` — 3D model preview with fallback icon - [ ] `LootTableDisplay` — drop-chance bars - [ ] Tests + Storybook stories for each ## Phase 5 — Integration tests - [ ] `tests/integration.test.ts` — equip flow, stack split, loot roll ## Phase 6 — Pre-publish gate - [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-inventory` green - [ ] 100% coverage - [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-inventory`