- Add deployment section with deploy.sh/remove.sh usage - Document all key classes (CardParser, ItemExtensions, TagHelper) - Update project status to Phase 2 Complete - Add log file location for debugging - Document next implementation steps for Phase 3 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
5.6 KiB
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
# 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
# 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
Testing
# 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'snamefield - A
ModBehaviourclass inheriting fromDuckov.Modding.ModBehaviour - The
info.iniandpreview.pngfiles
Key Classes
-
ModBehaviour(src/ModBehaviour.cs): Main entry point. Inherits fromDuckov.Modding.ModBehaviour(which extendsMonoBehaviour). Handles card set loading inStart()and cleanup inOnDestroy(). -
Patches(src/Patches.cs): Harmony patch definitions. UsesHarmonyLibfor runtime method patching. Patches are applied inStart()and removed inOnDestroy(). -
TradingCard(src/TradingCard.cs): Data class representing card properties. ContainsGenerateTypeID()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.
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 itemsItemStatsSystem.ItemAssetsCollection.RemoveDynamicEntry(Item prefab)- Remove on unloadSodaCraft.Localizations.LocalizationManager.SetOverrideText(string key, string value)- LocalizationItemStatsSystem.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
- Copy build output to
{GamePath}/Duckov_Data/Mods/TradingCardMod/ - Include:
TradingCardMod.dll,info.ini,preview.png,CardSets/folder - Launch game and enable mod in Mods menu
- Check game logs for
[TradingCardMod]messages
Current Project Status
Phase: 2 Complete - Core Card Framework ✅
Next Phase: 3 - Storage System (Binders)
Project Plan: .claude/scratchpad/PROJECT_PLAN.md
Technical Analysis: .claude/scratchpad/item-system-analysis.md
Completed Features
- Cards load from
CardSets/*/cards.txtfiles - Custom PNG images display as item icons
- Cards register as game items with proper TypeIDs
- Custom "TradingCard" tag for filtering
- Debug spawn with F9 key (for testing)
- Deploy/remove scripts for quick iteration
Implementation Approach: Clone + Reflection
Based on analysis of the AdditionalCollectibles mod:
- Clone existing game items as templates (base item ID 135)
- Use reflection to set private fields (typeID, weight, value, etc.)
- Create custom tags by cloning existing ScriptableObject tags
- Load sprites from user files in
CardSets/*/images/
Next Implementation Steps
Phase 3 - Storage System:
- Research existing storage items in game
- Create binder item with Inventory component
- Implement slot-based filtering for "TradingCard" tag
- Create card box variant with higher capacity
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)