2.1 KiB
2.1 KiB
Tasks: enterprise-gaming-combat
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/combat/combat/(@suaveplan/combat,0.1.0,sideEffects: false) tsconfig.json,vitest.config.ts
Phase 2 — Error codes & constants
src/error-codes.ts+src/constants/index.ts— damage type list, default crit multiplier
Phase 3 — Types
src/types/common.ts+common.md
Phase 4 — Damage pipeline
src/core/damage-pipeline/damage-pipeline.ts— resistance → armor → shield → health, modifier chain ordering- Tests + docs
Phase 5 — Status effect
src/core/status-effect/status-effect.ts— stacking policy, tick interval, duration countdown- Tests + docs
Phase 6 — Combatant
src/core/combatant/combatant.ts— applyDamage/applyHealing/applyStatus/tick/revive, OTel- Tests + docs
Phase 7 — Combat manager
src/core/combat-manager/combat-manager.ts— register/unregister, processHit, tick all combatants, events- Tests + docs
Phase 8 — Integration + property tests
tests/integration.test.ts— full combat sequence: hit → death → revivetests/property.test.ts— damage pipeline: true damage ignores resistances; shield absorbs before health
Phase 9 — Pre-publish gate
bunx turbo lint typecheck test --filter=@suaveplan/combatgreen- 100% coverage
- Publish:
bun scripts/publish.ts --package @suaveplan/combat