172 lines
4.4 KiB
Markdown
172 lines
4.4 KiB
Markdown
# OpenSpec Change: enterprise-gaming-destructibles
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- **Change ID**: enterprise-gaming-destructibles
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- **Package**: `@suaveplan/destructibles`
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- **Category**: gaming/combat
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- **Target path**: `gaming/combat/destructibles`
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- **Status**: PROPOSED
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- **Date**: 2026-04-24
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- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/destructibles.md`
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---
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## Summary
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Deliver `@suaveplan/destructibles` on the genesis branch from scratch at enterprise quality. The package provides a destructible environment system with fracture patterns, debris management, and loot spawning. A `DestructibleObject` holds health state and a `FracturePattern` — a list of named fragment descriptors with relative positions, masses, and spawn probabilities; when health reaches zero, `fracture()` computes which fragments to spawn and what loot to drop. A `DebrisManager` tracks active debris with lifetime timers. Genesis adds Zod schemas, structured errors, OTel destruction counters, and 100% coverage.
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---
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## Current-state audit (genesis)
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Package does not exist on genesis yet — fresh build.
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---
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## Available workspace deps on genesis
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| Package | Role |
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|---|---|
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| `@suaveplan/error` (`workspace:^`) | `DestructiblesError`; `DESTRUCT.*` codes |
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| `@suaveplan/types` (`workspace:^`) | `Clock`, `IdGenerator` |
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| `@suaveplan/events` (`workspace:^`) | `destructible:fracture`, `destructible:debris:expired` events |
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| `@suaveplan/combat` (`workspace:^`) | `DamageEvent` consumed to damage destructibles |
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| `zod` (`catalog:forms`) | `FracturePattern`, `LootTable` schemas |
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| `@opentelemetry/api` (`catalog:observability`) | Fracture event counter |
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---
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## Public API surface
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```ts
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interface FragmentDescriptor {
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id: string
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relativePosition: Vec3
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mass: number
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spawnProbability: number // 0–1
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impulse?: Vec3
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}
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interface FracturePattern {
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fragments: FragmentDescriptor[]
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debrisLifetime?: number // seconds; undefined = permanent
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}
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interface LootEntry {
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itemId: string
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probability: number
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quantity: [min: number, max: number]
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}
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interface LootTable {
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entries: LootEntry[]
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rollCount: [min: number, max: number]
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}
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function createDestructibleObject(options: DestructibleOptions): DestructibleObject
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interface DestructibleOptions {
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id: string
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maxHealth: number
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fracturePattern: FracturePattern
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lootTable?: LootTable
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clock?: Clock
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}
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interface DestructibleObject {
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readonly id: string
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readonly health: number
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readonly isDestroyed: boolean
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applyDamage(event: DamageEvent): void
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fracture(rng: Rng): FractureResult
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repair(amount?: number): void
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}
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interface FractureResult {
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fragments: SpawnedFragment[]
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loot: DroppedItem[]
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}
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interface SpawnedFragment {
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id: string
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position: Vec3
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impulse: Vec3
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expiresAt?: number
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}
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interface DroppedItem {
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itemId: string
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quantity: number
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position: Vec3
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}
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// Debris manager
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function createDebrisManager(options?: DebrisManagerOptions): DebrisManager
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interface DebrisManager {
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add(fragment: SpawnedFragment): void
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tick(dt: number): ExpiredFragment[]
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getActive(): SpawnedFragment[]
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clear(): void
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}
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```
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### Error codes
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```ts
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type DestructErrorCode =
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| 'DESTRUCT_OBJECT_NOT_FOUND'
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| 'DESTRUCT_ALREADY_DESTROYED'
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| 'DESTRUCT_INVALID_PATTERN'
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| 'DESTRUCT_LOOT_FAILED'
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```
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---
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## New additions for genesis
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1. **RNG-driven loot rolls** — injectable `Rng` from `@suaveplan/types` for deterministic loot in tests.
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2. **Debris lifetime timer** — `DebrisManager.tick()` returns expired fragments for physics engine cleanup.
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3. **OTel** — `destructible.fractures_total` counter; `destructible.loot_drops_total` counter.
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---
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## File layout
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```text
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gaming/combat/destructibles/
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package.json
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tsconfig.json
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vitest.config.ts
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src/
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index.ts
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error-codes.ts
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constants/index.ts
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types/common.ts
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types/common.md
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core/
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destructible-object/
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destructible-object.ts
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destructible-object.md
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destructible-object.types.ts
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destructible-object.test.ts
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index.ts
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debris-manager/
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debris-manager.ts
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debris-manager.md
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debris-manager.types.ts
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debris-manager.test.ts
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index.ts
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utils/
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loot-roller.ts
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loot-roller.md
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loot-roller.test.ts
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tests/
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integration.test.ts
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```
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---
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## Impact
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**Downstream**: `@suaveplan/r3f-combat` spawns visual fragments from `FractureResult`. Prerequisites: `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`, `@suaveplan/combat`.
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