Files
2026-05-27 23:29:53 +01:00

1.8 KiB

Tasks: enterprise-gaming-r3f-combat

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-combat/ (@suaveplan/r3f-combat, 0.1.0, sideEffects: false)

Phase 2 — Types + error codes

  • src/types/common.ts + common.md
  • src/error-codes.ts

Phase 3 — Context + hook

  • CombatEffectsProvider — subscribes to combat/weapons event buses
  • useCombatEffects hook
  • Tests + docs

Phase 4 — Components

  • HitboxDebug — per-bone capsule/sphere wireframe overlays
  • ProjectileTrails — instanced TubeGeometry with fade-out
  • MuzzleFlash — billboard sprite with duration/intensity
  • ImpactEffects — pooled instanced particle bursts
  • DamageNumbers — billboarded floating Text via drei
  • Tests + Storybook stories for each

Phase 5 — Integration tests

  • tests/integration.test.ts — event-driven effect lifecycle

Phase 6 — Pre-publish gate

  • bunx turbo lint typecheck test --filter=@suaveplan/r3f-combat green
  • 100% coverage
  • Publish: bun scripts/publish.ts --package @suaveplan/r3f-combat