# CLAUDE.md This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. ## Project Overview A Unity mod for Escape from Duckov that adds a customizable trading card system with storage solutions. The framework supports user-generated content through simple pipe-separated text files, allowing non-programmers to add their own card sets. ## Build Commands ```bash # Build the mod dotnet build # Build release version dotnet build -c Release # Output location: bin/Debug/netstandard2.1/TradingCardMod.dll ``` **Important**: Before building, update `DuckovPath` in `TradingCardMod.csproj` (line 10) to your actual game installation path. ## Architecture ### Mod Loading System The game loads mods from `Duckov_Data/Mods/`. Each mod requires: - A DLL with namespace matching `info.ini`'s `name` field - A `ModBehaviour` class inheriting from `Duckov.Modding.ModBehaviour` - The `info.ini` and `preview.png` files ### Key Classes - **`ModBehaviour`** (`src/ModBehaviour.cs`): Main entry point. Inherits from `Duckov.Modding.ModBehaviour` (which extends `MonoBehaviour`). Handles card set loading in `Start()` and cleanup in `OnDestroy()`. - **`Patches`** (`src/Patches.cs`): Harmony patch definitions. Uses `HarmonyLib` for runtime method patching. Patches are applied in `Start()` and removed in `OnDestroy()`. - **`TradingCard`**: Data class representing card properties. Contains `GenerateTypeID()` for creating unique item IDs (100000+ range to avoid game conflicts). ### Dependencies - **HarmonyLoadMod** (Workshop ID: 3589088839): Required mod dependency providing Harmony 2.4.1. Referenced at build time but not bundled to avoid version conflicts. ### Card Definition Format Cards are defined in `CardSets/{SetName}/cards.txt` using pipe-separated values: ``` CardName | SetName | SetNumber | ImageFile | Rarity | Weight | Value ``` Images go in `CardSets/{SetName}/images/`. ## Game API Reference Key namespaces and APIs from the game: - `ItemStatsSystem.ItemAssetsCollection.AddDynamicEntry(Item prefab)` - Register custom items - `ItemStatsSystem.ItemAssetsCollection.RemoveDynamicEntry(Item prefab)` - Remove on unload - `SodaCraft.Localizations.LocalizationManager.SetOverrideText(string key, string value)` - Localization - `ItemStatsSystem.ItemUtilities.SendToPlayer(Item item)` - Give items to player ## Development Notes - Target framework: .NET Standard 2.1 - C# language version: 8.0 - All logging uses `Debug.Log()` with `[TradingCardMod]` prefix - Custom items need unique TypeIDs to avoid conflicts with base game and other mods ## Testing 1. Copy build output to `{GamePath}/Duckov_Data/Mods/TradingCardMod/` 2. Include: `TradingCardMod.dll`, `info.ini`, `preview.png`, `CardSets/` folder 3. Launch game and enable mod in Mods menu 4. Check game logs for `[TradingCardMod]` messages ## TODO Items in Code The following features need implementation (marked with TODO comments): - `RegisterCardWithGame()` - Create Unity prefabs and register with ItemAssetsCollection - Item cleanup in `OnDestroy()` - Remove registered items on mod unload - `TradingCard.ItemPrefab` property - Store Unity prefab reference