2.1 KiB
2.1 KiB
Tasks: enterprise-gaming-day-night
0. Pre-flight (non-negotiable)
- 0.1 Confirm clean working tree (
git statusreports nothing) and no in-flight worktrees with uncommitted work (git worktree listthengit statusin 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.mdmatchesfind packages -maxdepth 3 -name package.jsoncount. Drift here means a prior change archived without regenerating the manifest.
Phase 1 — Scaffold
- Create
gaming/world/day-night/(@suaveplan/day-night,0.1.0,sideEffects: false) tsconfig.json,vitest.config.ts
Phase 2 — Error codes & constants
src/error-codes.ts+src/constants/index.ts—DEFAULT_TIME_SCALE,HOURS_IN_DAY
Phase 3 — Types
src/types/common.ts+common.md
Phase 4 — Sky position utils
src/utils/sky-position.ts— simplified celestial math: sun elevation peaks at noon, moon at midnight- Tests + docs
Phase 5 — Day/night clock
src/core/day-night-clock/day-night-clock.ts— time scale, tick/pause/resume, dawn/dusk events, OTel gauge- Tests (time scale, day boundary wrap, events)
- Docs
Phase 6 — Light schedule
src/core/light-schedule/light-schedule.ts— keyframe interpolation (lerp color/intensity between keyframes)- Tests + docs
Phase 7 — Gameplay modifiers
src/core/gameplay-modifiers/gameplay-modifiers.ts— time-segment lookup + merge defaults- Tests + docs
Phase 8 — Integration tests
tests/integration.test.ts— advance clock through full day, verify light + modifier evaluations
Phase 9 — Pre-publish gate
bunx turbo lint typecheck test --filter=@suaveplan/day-nightgreen- 100% coverage
- Publish:
bun scripts/publish.ts --package @suaveplan/day-night