4.4 KiB
OpenSpec Change: enterprise-gaming-destructibles
- Change ID: enterprise-gaming-destructibles
- Package:
@suaveplan/destructibles - Category: gaming/combat
- Target path:
gaming/combat/destructibles - Status: PROPOSED
- Date: 2026-04-24
- Reference spec:
/mnt/s/web/suaveplan/enterprise/destructibles.md
Summary
Deliver @suaveplan/destructibles on the genesis branch from scratch at enterprise quality. The package provides a destructible environment system with fracture patterns, debris management, and loot spawning. A DestructibleObject holds health state and a FracturePattern — a list of named fragment descriptors with relative positions, masses, and spawn probabilities; when health reaches zero, fracture() computes which fragments to spawn and what loot to drop. A DebrisManager tracks active debris with lifetime timers. Genesis adds Zod schemas, structured errors, OTel destruction counters, 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:^) |
DestructiblesError; DESTRUCT.* codes |
@suaveplan/types (workspace:^) |
Clock, IdGenerator |
@suaveplan/events (workspace:^) |
destructible:fracture, destructible:debris:expired events |
@suaveplan/combat (workspace:^) |
DamageEvent consumed to damage destructibles |
zod (catalog:forms) |
FracturePattern, LootTable schemas |
@opentelemetry/api (catalog:observability) |
Fracture event counter |
Public API surface
interface FragmentDescriptor {
id: string
relativePosition: Vec3
mass: number
spawnProbability: number // 0–1
impulse?: Vec3
}
interface FracturePattern {
fragments: FragmentDescriptor[]
debrisLifetime?: number // seconds; undefined = permanent
}
interface LootEntry {
itemId: string
probability: number
quantity: [min: number, max: number]
}
interface LootTable {
entries: LootEntry[]
rollCount: [min: number, max: number]
}
function createDestructibleObject(options: DestructibleOptions): DestructibleObject
interface DestructibleOptions {
id: string
maxHealth: number
fracturePattern: FracturePattern
lootTable?: LootTable
clock?: Clock
}
interface DestructibleObject {
readonly id: string
readonly health: number
readonly isDestroyed: boolean
applyDamage(event: DamageEvent): void
fracture(rng: Rng): FractureResult
repair(amount?: number): void
}
interface FractureResult {
fragments: SpawnedFragment[]
loot: DroppedItem[]
}
interface SpawnedFragment {
id: string
position: Vec3
impulse: Vec3
expiresAt?: number
}
interface DroppedItem {
itemId: string
quantity: number
position: Vec3
}
// Debris manager
function createDebrisManager(options?: DebrisManagerOptions): DebrisManager
interface DebrisManager {
add(fragment: SpawnedFragment): void
tick(dt: number): ExpiredFragment[]
getActive(): SpawnedFragment[]
clear(): void
}
Error codes
type DestructErrorCode =
| 'DESTRUCT_OBJECT_NOT_FOUND'
| 'DESTRUCT_ALREADY_DESTROYED'
| 'DESTRUCT_INVALID_PATTERN'
| 'DESTRUCT_LOOT_FAILED'
New additions for genesis
- RNG-driven loot rolls — injectable
Rngfrom@suaveplan/typesfor deterministic loot in tests. - Debris lifetime timer —
DebrisManager.tick()returns expired fragments for physics engine cleanup. - OTel —
destructible.fractures_totalcounter;destructible.loot_drops_totalcounter.
File layout
gaming/combat/destructibles/
package.json
tsconfig.json
vitest.config.ts
src/
index.ts
error-codes.ts
constants/index.ts
types/common.ts
types/common.md
core/
destructible-object/
destructible-object.ts
destructible-object.md
destructible-object.types.ts
destructible-object.test.ts
index.ts
debris-manager/
debris-manager.ts
debris-manager.md
debris-manager.types.ts
debris-manager.test.ts
index.ts
utils/
loot-roller.ts
loot-roller.md
loot-roller.test.ts
tests/
integration.test.ts
Impact
Downstream: @suaveplan/r3f-combat spawns visual fragments from FractureResult. Prerequisites: @suaveplan/error, @suaveplan/types, @suaveplan/events, @suaveplan/combat.