5.2 KiB
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
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
type WeaponErrorCode =
| 'WEAPON_NOT_FOUND'
| 'WEAPON_EMPTY'
| 'WEAPON_RELOADING'
| 'WEAPON_FIRE_RATE_EXCEEDED'
| 'WEAPON_INVALID_ATTACHMENT'
New additions for genesis
- Ballistic drop — projectile velocity decreases by
gravity * dt; configurable drag coefficient. - Recoil pattern playback —
recoilPatterncycles through offsets each shot, resetting after trigger release. - Attachment modifiers — multiplicative stacking for damage, fire rate, spread; additive for reload time.
- OTel —
weapon.shots_fired_totalcounter (by weapon class);weapon.reload_duration_mshistogram.
File layout
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.