# 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 TradingCardMod.csproj # Build release version dotnet build TradingCardMod.csproj -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. ## Deployment ```bash # Deploy to game (builds and copies all files) ./deploy.sh # Deploy release build ./deploy.sh --release # Remove mod from game ./remove.sh # Remove with backup ./remove.sh --backup ``` ## Project Skills Two workflow skills are available in this project: - `/build` - Build and deploy locally for testing (runs `dotnet build` + `./deploy.sh`) - `/deploy` - Build Release and stage for Steam Workshop upload (uses `workshop-upload.sh`) Skills are defined in `.claude/skills/`. ## Testing ```bash # Run all unit tests dotnet test TradingCardMod.Tests.csproj # Run tests with verbose output dotnet test TradingCardMod.Tests.csproj --verbosity normal # Run specific test class dotnet test TradingCardMod.Tests.csproj --filter "FullyQualifiedName~CardParserTests" # Run single test dotnet test TradingCardMod.Tests.csproj --filter "ParseLine_ValidLineWithoutDescription_ReturnsCard" ``` **Test Coverage:** Parsing logic, validation, rarity mapping, TypeID generation, and description auto-generation are all tested. Unity-dependent code (item creation, tags) cannot be unit tested. ## 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`** (`src/TradingCard.cs`): Data class representing card properties. Contains `GenerateTypeID()` for creating unique item IDs (100000+ range to avoid game conflicts). - **`CardParser`** (`src/CardParser.cs`): Parses card definition files. Pure C# with no Unity dependencies, fully unit tested. - **`ItemExtensions`** (`src/ItemExtensions.cs`): Reflection helpers for setting private fields on game objects. - **`TagHelper`** (`src/TagHelper.cs`): Utilities for working with game tags, including creating custom tags. - **`PackUsageBehavior`** (`src/PackUsageBehavior.cs`): Handles card pack opening mechanics. Implements gacha-style random card distribution based on rarity weights. - **`ModConfigApi`** (`src/ModConfigApi.cs`): Optional integration with ModConfig mod. Adds card set information (set name, card number, rarity) to item descriptions in inventory. Also displays mod statistics including disabled card sets count. - **`StorageHelper`** (`src/StorageHelper.cs`): Helper class for creating storage items with multi-tag slot filtering, enabling hierarchical storage systems. - **`DisassemblyHelper`** (`src/DisassemblyHelper.cs`): Helper class for adding disassembly (deconstruction) formulas to custom items at runtime. ### Disassembly System Pattern The game's disassembly system uses `DecomposeDatabase` (singleton in `Duckov.Economy` namespace) to store formulas. Key implementation details: **Types:** - `DecomposeFormula`: Contains `item` (TypeID), `valid` (bool), and `result` (Cost) - `Cost`: A **struct** with `money` (long) and `items` (ItemEntry[]) - `Cost+ItemEntry`: **Nested struct** inside Cost with `id` (int) and `amount` (long) **Critical Reflection Pattern (Cost is a struct):** ```csharp // Cost is a VALUE TYPE - must box before reflection, then unbox Cost result = new Cost { money = 0L }; object boxedResult = result; // Box the struct itemsField.SetValue(boxedResult, itemEntries); // Modify boxed copy result = (Cost)boxedResult; // Unbox back formula.result = result; ``` **Adding a Formula:** 1. Get `DecomposeDatabase.Instance` 2. Access private `entries` field via reflection 3. Create `DecomposeFormula` with item TypeID and `valid = true` 4. Create `Cost` with money and/or items array 5. For items: Create `Cost+ItemEntry[]` via reflection (type found from `Cost.items` field type) 6. Add formula to list, write back via reflection 7. Call private `RebuildDictionary()` method **Known Material TypeIDs:** - Polyethylene Sheet: `764` **Cleanup:** Track added item IDs and remove formulas in `OnDestroy()`. See `DisassemblyHelper.cs` for complete implementation. ### Dependencies - **HarmonyLoadMod** (Workshop ID: 3589088839): Required mod dependency providing Harmony 2.4.1. Referenced at build time but not bundled to avoid version conflicts. - **ModConfig** (Workshop ID: 3592433938): Optional mod dependency. When installed, enhances card descriptions with set information in the inventory UI. ### Card Definition Format Cards are defined in `CardSets/{SetName}/cards.txt` using pipe-separated values: ``` CardName | SetName | SetNumber | ImageFile | Rarity | Weight | Value | Description (optional) ``` The Description field is optional. If provided, it will be displayed in the item's in-game description/tooltip. Images go in `CardSets/{SetName}/images/`. **Disabling Card Sets:** Prefix a card set folder name with `_` (underscore) to exclude it from loading. For example, `_TestSet/` will be skipped. This is useful for work-in-progress sets or seasonal content. The count of disabled sets is displayed in ModConfig. ## 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 ## Current Project Status **Phase:** 3 - Storage System ✅ **Status:** Ready for first release **Project Plan:** `.claude/scratchpad/PROJECT_PLAN.md` **Technical Analysis:** `.claude/scratchpad/item-system-analysis.md` ### Completed Features - Cards load from `CardSets/*/cards.txt` files with optional descriptions - Custom PNG images display as item icons - Cards register as game items with proper TypeIDs - Custom tags for slot filtering: - "TradingCard": Identifies trading cards - "BinderSheet": Identifies binder sheet items - "CardBinderContent": Parent tag for both cards and binder sheets (enables hierarchical storage) - Hierarchical storage system: - **Binder Sheet** (9 slots, weight 0.1): Holds trading cards only - **Card Binder** (12 slots, weight 1.5): Holds trading cards OR binder sheets - Nested storage: Cards → Binder Sheets → Card Binders - Card set exclusion: Prefix folders with `_` to disable loading - ModConfig integration: - Enhanced card info display (set name, number, rarity) - Mod statistics display (total cards, disabled sets) - Debug spawn window with F10 key (for testing): - Spawn storage items (Card Binder, Binder Sheet) - Spawn random cards by rarity - Draggable OnGUI window interface - Disassembly support for storage items: - Binder Sheet → 2x Polyethylene Sheet - Card Binder → 4x Polyethylene Sheet - Cards intentionally have no disassembly (collectibles) - Deploy/remove scripts for quick iteration - Unit tests for parsing logic ### Implementation Approach: Clone + Reflection Based on analysis of the AdditionalCollectibles mod: 1. **Clone existing game items** as templates (base item ID 135) 2. **Use reflection** to set private fields (typeID, weight, value, etc.) 3. **Create custom tags** by cloning existing ScriptableObject tags 4. **Parent tag pattern** for slot filtering (Unity's requireTags uses AND logic, so parent tags enable OR-like behavior) 5. **Load sprites** from user files in `CardSets/*/images/` 6. **Attach custom behaviors** for pack opening mechanics ### Upcoming Features - **Card packs** with gacha-style mechanics (weighted random distribution) - disabled pending fix - Additional storage variants or customization options (e.g., larger binders, themed storage boxes) ### Future Considerations - Investigate new ItemBuilder API (added in recent game update) as potential replacement for reflection-based approach ### Log File Location Unity logs (for debugging): ``` /mnt/NV2/SteamLibrary/steamapps/compatdata/3167020/pfx/drive_c/users/steamuser/AppData/LocalLow/TeamSoda/Duckov/Player.log ``` ## Research References - **Decompiled game code:** `.claude/scratchpad/decompiled/` - **Item system analysis:** `.claude/scratchpad/item-system-analysis.md` - **AdditionalCollectibles mod:** Workshop ID 3591453758 (reference implementation)