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suaveplan/openspec/changes/enterprise-gaming-weapons/proposal.md
2026-05-27 23:29:53 +01:00

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# OpenSpec Change: enterprise-gaming-weapons
- **Change ID**: enterprise-gaming-weapons
- **Package**: `@suaveplan/weapons`
- **Category**: gaming/combat
- **Target path**: `gaming/combat/weapons`
- **Status**: PROPOSED
- **Date**: 2026-04-24
- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/weapons.md`
---
## Summary
Deliver `@suaveplan/weapons` on the genesis branch from scratch at enterprise quality. The package provides a weapon system with projectile ballistics, melee attacks, recoil patterns, ammo management, and attachment slots. A `WeaponRegistry` holds typed `WeaponDefinition` descriptors; `WeaponInstance` tracks runtime state (current ammo, reload timer, heat); `ProjectileSimulator` advances projectile positions each tick applying drag and gravity. All outputs are damage events consumable by `@suaveplan/combat`. Genesis adds Zod schemas for weapon definitions, structured errors, OTel shot 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:^`) | `WeaponError`; `WEAPON.*` codes |
| `@suaveplan/types` (`workspace:^`) | `Clock`, `IdGenerator` |
| `@suaveplan/events` (`workspace:^`) | `weapon:fire`, `weapon:reload`, `weapon:empty` events |
| `@suaveplan/combat` (`workspace:^`) | `DamageEvent` type consumed by fire logic |
| `zod` (`catalog:forms`) | `WeaponDefinition`, `AmmoConfig` schemas |
| `@opentelemetry/api` (`catalog:observability`) | Shots-fired counter, reload timer histogram |
---
## Public API surface
```ts
type WeaponClass = 'pistol' | 'rifle' | 'shotgun' | 'sniper' | 'smg' | 'melee' | 'explosive'
interface WeaponDefinition {
id: string
name: string
class: WeaponClass
damage: number
damageType: DamageType
fireRate: number // rounds per second
magazineSize: number
reloadTime: number // seconds
projectileSpeed?: number // m/s; undefined = instant hitscan
spread: number // degrees
recoilPattern?: Vec2[] // sequence of screen-space offsets
attachmentSlots?: string[]
isMelee?: boolean
meleeRange?: number // meters
}
function createWeaponRegistry(): WeaponRegistry
interface WeaponRegistry {
register(def: WeaponDefinition): void
get(id: string): WeaponDefinition | undefined
list(): WeaponDefinition[]
}
function createWeaponInstance(def: WeaponDefinition, options?: WeaponInstanceOptions): WeaponInstance
interface WeaponInstance {
readonly definition: WeaponDefinition
readonly ammo: number
readonly isReloading: boolean
readonly nextFireTime: number
fire(origin: Vec3, direction: Vec3, shooterId: string): FireResult | null
reload(): void
tick(dt: number): void
addAttachment(slot: string, attachment: Attachment): void
removeAttachment(slot: string): void
}
interface FireResult {
projectileId?: string // present for ballistic projectiles
damageEvent?: DamageEvent // present for hitscan
muzzlePosition: Vec3
direction: Vec3
}
// Projectile simulator (ballistic weapons)
function createProjectileSimulator(options?: ProjectileSimulatorOptions): ProjectileSimulator
interface ProjectileSimulator {
spawn(id: string, origin: Vec3, velocity: Vec3, def: WeaponDefinition): void
tick(dt: number): ProjectileUpdate[]
destroy(id: string): void
}
interface ProjectileUpdate {
id: string
position: Vec3
velocity: Vec3
traveledMeters: number
expired: boolean
}
interface Attachment {
id: string
slot: string
damageMultiplier?: number
fireRateMultiplier?: number
spreadModifier?: number
displayName: string
}
```
### Error codes
```ts
type WeaponErrorCode =
| 'WEAPON_NOT_FOUND'
| 'WEAPON_EMPTY'
| 'WEAPON_RELOADING'
| 'WEAPON_FIRE_RATE_EXCEEDED'
| 'WEAPON_INVALID_ATTACHMENT'
```
---
## New additions for genesis
1. **Ballistic drop** — projectile velocity decreases by `gravity * dt`; configurable drag coefficient.
2. **Recoil pattern playback** — `recoilPattern` cycles through offsets each shot, resetting after trigger release.
3. **Attachment modifiers** — multiplicative stacking for damage, fire rate, spread; additive for reload time.
4. **OTel** — `weapon.shots_fired_total` counter (by weapon class); `weapon.reload_duration_ms` histogram.
---
## File layout
```text
gaming/combat/weapons/
package.json
tsconfig.json
vitest.config.ts
src/
index.ts
error-codes.ts
constants/index.ts
types/common.ts
types/common.md
core/
weapon-registry/
weapon-registry.ts
weapon-registry.md
weapon-registry.types.ts
weapon-registry.test.ts
index.ts
weapon-instance/
weapon-instance.ts
weapon-instance.md
weapon-instance.types.ts
weapon-instance.test.ts
index.ts
projectile-simulator/
projectile-simulator.ts
projectile-simulator.md
projectile-simulator.types.ts
projectile-simulator.test.ts
index.ts
tests/
integration.test.ts
```
---
## Impact
**Downstream**: `@suaveplan/r3f-combat` renders muzzle flash and projectile trails from fire events. Prerequisites: `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`, `@suaveplan/combat`.