3.5 KiB
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
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<string>
}
interface EmotePlayResult {
emoteId: string
startedAt: number
endsAt: number | null // null = looping
}
Error codes
type EmoteErrorCode =
| 'EMOTE_NOT_FOUND'
| 'EMOTE_LOCKED'
| 'EMOTE_ON_COOLDOWN'
| 'EMOTE_LEVEL_REQUIRED'
| 'EMOTE_ALREADY_PLAYING'
File layout
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.