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

1.9 KiB

Tasks: enterprise-gaming-r3f-pathfinding

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

Phase 2 — Types + error codes

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

Phase 3 — NavMesh + pathfinding core

  • navmesh-builder.ts — bake walkable mesh from geometry
  • astar.ts — A* with polygon graph
  • funnel.ts — string-pull funnel algorithm
  • Tests + docs

Phase 4 — Steering + crowd

  • behaviours.ts — seek/flee/arrive/separation/cohesion
  • orca.ts — local avoidance for crowd agents
  • Tests + docs

Phase 5 — Context + hook

  • NavMeshProvider + usePathfinding hook
  • Tests + docs

Phase 6 — Components

  • NavMeshDebug — wireframe overlay
  • SteeringAgent — per-agent steering apply
  • Crowd — N-agent management
  • Tests + Storybook stories for each

Phase 7 — Integration tests

  • tests/integration.test.ts — findPath, crowd avoidance

Phase 8 — Pre-publish gate

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