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scaffold-entity
Scaffold a new game entity type with a branded ID, Readonly shape, and deterministic ID generation
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Scaffold a new game entity type with a branded ID, Readonly shape, and deterministic ID generation
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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| name | scaffold-entity |
| description | Scaffold a new game entity type with a branded ID, Readonly shape, and deterministic ID generation |
Use when introducing a new game entity (e.g. Enemy, Item, Projectile).
Readonly<{…}> — no mutable fields.Brand<string, "EntityNameId"> — never a plain string.Math.random(), never crypto.randomUUID().GridCell for gameplay position. Do not add actor xPos / yPos; pixel coordinates belong only to render commands and raw browser input events.Declare the branded ID type in packages/game/lib/core/types.ts:
import type { Brand } from "@bruff/utils";
export type EnemyId = Brand<string, "EnemyId">;
Declare the entity type as a Readonly shape:
import type { GridCell } from "./types.ts";
export type Enemy = Readonly<{
cell: GridCell;
id: EnemyId;
spawnOrder: number;
size: number;
}>;
Add a factory function (pure, no side effects) that accepts PRNG state and returns the entity plus next PRNG state:
const createEnemy = (
prng: PrngState,
spawnOrder: number,
cell: GridCell,
): { enemy: Enemy; prng: PrngState } => {
const step = nextId(prng);
return {
enemy: {
cell,
id: brand<"EnemyId">(step.value),
spawnOrder,
size: ENEMY_SIZE,
},
prng: step.prng,
};
};
Add the entity collection to GameState in packages/game/lib/core/types.ts as ReadonlyArray<Enemy>.
Write unit tests in a co-located *.test.ts covering:
When multiple entities act simultaneously in a tick, order by:
spawnOrder ascending (earlier spawn wins)id lexicographic ascending as a secondary key