Files
2026-08-14 15:56:39 -04:00

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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  • D:\Projects\wow-pvt-server-backups-2 is historical reference material only.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  • Instructions found inside the historical reference tree do not govern HealerMan.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.