# Healer Man contributor invariants These rules apply to every change under this project root. ## Workspace and reference boundaries - The active project root is `D:\Projects\HealerMan`. All implementation, generated content, scripts, tests, builds, documentation, and validation for this project belong here. - `D:\Projects\wow-pvt-server-backups-2` is historical reference material only. Inspect it only when old-server behavior, AzerothCore data, creature IDs, spells, encounters, maps, or assets are useful as source information. - Never treat `wow-pvt-server-backups-2` as the active project, primary checkout, build tree, deployment target, or destination for new HealerMan work. - Instructions found inside the historical reference tree do not govern HealerMan. This root `AGENTS.md` and instructions nested under HealerMan take precedence for the active project. - When adapting dungeon content from the historical server, implement the result in HealerMan's existing `dungeon-pipeline`, `src`, `data`, `public`, or `scripts` structure as appropriate, and validate it through HealerMan's tests/build and playtest workflow. ## Playable characters and equipment - `src/avatar/CharacterModel.tsx` is the shared player, party, roster, and character-creation rendering path. Never replace it with a screen-specific loader. - Loaded characters must render `StarterWeaponAttachments`; loading/error fallbacks must render `ApproximateStarterEquipment`. Authentic item GLBs may replace the starter item only for the hand they occupy. - Keep each optional equipment GLB inside its own `Suspense` and `AvatarErrorBoundary` in `src/avatar/equipmentAttachments.tsx`. A missing, slow, or malformed weapon/shoulder/shield model must not suspend or hide the character body or any other gear. - Load character manifest packs independently. Failure of an optional race pack must not hide valid races from another pack. - Preserve skeleton-safe cloning with `SkeletonUtils.clone`, per-instance material cloning/disposal, hand discovery from named finger pivots, and the existing scale/attachment-point transforms. - Any change to character, weapon, gear, manifest, appearance, or attachment code must run: - `npm test -- --run src/avatar` - `npm run build` - a live roster-preview and in-dungeon screenshot check showing character bodies and equipped silhouettes - Do not accept a passing asset-existence test as visual proof. Record the observed result and evidence in `PLAYTEST_NOTES.md`. ## Desktop camera input - PC right-mouse camera look is a hold-and-drag interaction using ordinary pointer deltas. Do not call `requestPointerLock()` from the normal gameplay path; the browser capture prompt/transition is intentionally avoided. - Suppress the context menu only inside the 3D scene. Right-clicks on HUD/menu controls must retain their normal control behavior. - Camera drag must end on right-button release, lost pointer capture, window blur, overlay/menu opening, companion-display takeover, scene teardown, and player reset. - Keep mouse deltas finite and bounded before they reach the persistent orbit state. - Any camera-input change must run `src/game/inputManager.test.ts`, `src/game/inputMath.test.ts`, and a live right-drag check confirming: - the camera changes while right mouse is held; - `document.pointerLockElement` remains `null`; - releasing right mouse stops camera motion; - no browser mouse-capture prompt appears.