**Storage System Improvements:** - Renamed "Card Binder" → "Binder Sheet" (9 slots, weight 0.1) - Renamed "Card Box" → "Card Binder" (12 slots, weight 1.5) - Implemented nested storage: Binder Sheets can be stored in Card Binders - Created new "BinderSheet" tag for hierarchical filtering - Updated StorageHelper to support multi-tag slot filtering **Card Set Management:** - Added folder prefix exclusion: folders starting with `_` are skipped - Skipped sets are logged and counted - ModConfig displays disabled card sets count **Technical Changes:** - TagHelper: Added GetOrCreateBinderSheetTag() method - StorageHelper: Modified CreateCardStorage() to accept List<Tag> - ModBehaviour: Added _skippedSetsCount field and exclusion logic - Updated documentation (CLAUDE.md, README.md) **Why:** - Hierarchical storage provides better organization for large collections - Lighter weights make storage items more practical - Folder exclusion enables easy management of WIP/seasonal content - Multi-tag filtering creates flexible storage systems 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
180 lines
7.3 KiB
Markdown
180 lines
7.3 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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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.
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## Build Commands
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```bash
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# Build the mod
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dotnet build TradingCardMod.csproj
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# Build release version
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dotnet build TradingCardMod.csproj -c Release
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# Output location: bin/Debug/netstandard2.1/TradingCardMod.dll
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```
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**Important**: Before building, update `DuckovPath` in `TradingCardMod.csproj` (line 10) to your actual game installation path.
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## Deployment
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```bash
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# Deploy to game (builds and copies all files)
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./deploy.sh
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# Deploy release build
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./deploy.sh --release
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# Remove mod from game
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./remove.sh
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# Remove with backup
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./remove.sh --backup
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```
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## Testing
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```bash
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# Run all unit tests
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dotnet test TradingCardMod.Tests.csproj
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# Run tests with verbose output
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dotnet test TradingCardMod.Tests.csproj --verbosity normal
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# Run specific test class
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dotnet test TradingCardMod.Tests.csproj --filter "FullyQualifiedName~CardParserTests"
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# Run single test
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dotnet test TradingCardMod.Tests.csproj --filter "ParseLine_ValidLineWithoutDescription_ReturnsCard"
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```
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**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.
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## Architecture
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### Mod Loading System
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The game loads mods from `Duckov_Data/Mods/`. Each mod requires:
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- A DLL with namespace matching `info.ini`'s `name` field
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- A `ModBehaviour` class inheriting from `Duckov.Modding.ModBehaviour`
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- The `info.ini` and `preview.png` files
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### Key Classes
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- **`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()`.
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- **`Patches`** (`src/Patches.cs`): Harmony patch definitions. Uses `HarmonyLib` for runtime method patching. Patches are applied in `Start()` and removed in `OnDestroy()`.
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- **`TradingCard`** (`src/TradingCard.cs`): Data class representing card properties. Contains `GenerateTypeID()` for creating unique item IDs (100000+ range to avoid game conflicts).
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- **`CardParser`** (`src/CardParser.cs`): Parses card definition files. Pure C# with no Unity dependencies, fully unit tested.
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- **`ItemExtensions`** (`src/ItemExtensions.cs`): Reflection helpers for setting private fields on game objects.
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- **`TagHelper`** (`src/TagHelper.cs`): Utilities for working with game tags, including creating custom tags.
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- **`PackUsageBehavior`** (`src/PackUsageBehavior.cs`): Handles card pack opening mechanics. Implements gacha-style random card distribution based on rarity weights.
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- **`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.
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- **`StorageHelper`** (`src/StorageHelper.cs`): Helper class for creating storage items with multi-tag slot filtering, enabling hierarchical storage systems.
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### Dependencies
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- **HarmonyLoadMod** (Workshop ID: 3589088839): Required mod dependency providing Harmony 2.4.1. Referenced at build time but not bundled to avoid version conflicts.
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- **ModConfig** (Workshop ID: 3592433938): Optional mod dependency. When installed, enhances card descriptions with set information in the inventory UI.
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### Card Definition Format
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Cards are defined in `CardSets/{SetName}/cards.txt` using pipe-separated values:
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```
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CardName | SetName | SetNumber | ImageFile | Rarity | Weight | Value | Description (optional)
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```
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The Description field is optional. If provided, it will be displayed in the item's in-game description/tooltip.
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Images go in `CardSets/{SetName}/images/`.
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**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.
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## Game API Reference
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Key namespaces and APIs from the game:
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- `ItemStatsSystem.ItemAssetsCollection.AddDynamicEntry(Item prefab)` - Register custom items
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- `ItemStatsSystem.ItemAssetsCollection.RemoveDynamicEntry(Item prefab)` - Remove on unload
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- `SodaCraft.Localizations.LocalizationManager.SetOverrideText(string key, string value)` - Localization
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- `ItemStatsSystem.ItemUtilities.SendToPlayer(Item item)` - Give items to player
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## Development Notes
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- Target framework: .NET Standard 2.1
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- C# language version: 8.0
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- All logging uses `Debug.Log()` with `[TradingCardMod]` prefix
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- Custom items need unique TypeIDs to avoid conflicts with base game and other mods
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## Testing
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1. Copy build output to `{GamePath}/Duckov_Data/Mods/TradingCardMod/`
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2. Include: `TradingCardMod.dll`, `info.ini`, `preview.png`, `CardSets/` folder
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3. Launch game and enable mod in Mods menu
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4. Check game logs for `[TradingCardMod]` messages
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## Current Project Status
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**Phase:** 3 Complete - Storage & Pack System ✅
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**Status:** Ready for first release candidate
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**Project Plan:** `.claude/scratchpad/PROJECT_PLAN.md`
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**Technical Analysis:** `.claude/scratchpad/item-system-analysis.md`
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### Completed Features
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- Cards load from `CardSets/*/cards.txt` files with optional descriptions
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- Custom PNG images display as item icons
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- Cards register as game items with proper TypeIDs
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- Custom tags: "TradingCard" and "BinderSheet" for filtering
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- Card packs with gacha-style mechanics (weighted random distribution)
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- Hierarchical storage system:
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- **Binder Sheet** (9 slots, weight 0.1): Holds trading cards only
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- **Card Binder** (12 slots, weight 1.5): Holds trading cards OR binder sheets
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- Nested storage: Cards → Binder Sheets → Card Binders
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- Card set exclusion: Prefix folders with `_` to disable loading
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- ModConfig integration:
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- Enhanced card info display (set name, number, rarity)
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- Mod statistics display (total cards, packs, disabled sets)
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- Debug spawn with F9 key (for testing)
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- Deploy/remove scripts for quick iteration
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- Unit tests for parsing logic and pack system
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### Implementation Approach: Clone + Reflection
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Based on analysis of the AdditionalCollectibles mod:
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1. **Clone existing game items** as templates (base item ID 135)
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2. **Use reflection** to set private fields (typeID, weight, value, etc.)
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3. **Create custom tags** by cloning existing ScriptableObject tags
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4. **Load sprites** from user files in `CardSets/*/images/`
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5. **Attach custom behaviors** for pack opening mechanics
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### Future Considerations
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- Investigate new ItemBuilder API (added in recent game update) as potential replacement for reflection-based approach
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- Additional storage variants or customization options (e.g., larger binders, themed storage boxes)
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### Log File Location
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Unity logs (for debugging):
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```
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/mnt/NV2/SteamLibrary/steamapps/compatdata/3167020/pfx/drive_c/users/steamuser/AppData/LocalLow/TeamSoda/Duckov/Player.log
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```
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## Research References
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- **Decompiled game code:** `.claude/scratchpad/decompiled/`
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- **Item system analysis:** `.claude/scratchpad/item-system-analysis.md`
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- **AdditionalCollectibles mod:** Workshop ID 3591453758 (reference implementation)
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