- Created TradingCardMod.Tests.csproj with xUnit for testable components - Extracted CardParser.cs with pure parsing logic (no Unity deps) - Extracted TradingCard.cs data class from ModBehaviour - Added 37 unit tests covering parsing, validation, rarity mapping - Updated cards.txt format with optional description field - Fixed DLL references (explicit HintPath for paths with spaces) - Fixed Harmony UnpatchAll API usage - Updated CLAUDE.md with test commands and current project status 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
143 lines
5.1 KiB
Markdown
143 lines
5.1 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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## 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`**: Data class representing card properties. Contains `GenerateTypeID()` for creating unique item IDs (100000+ range to avoid game conflicts).
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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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### 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
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```
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Images go in `CardSets/{SetName}/images/`.
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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:** 2 - Core Card Framework
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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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### Implementation Approach: Clone + Reflection
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Based on analysis of the AdditionalCollectibles mod, we're using a viable approach:
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1. **Clone existing game items** as templates (not create from scratch)
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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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Key patterns:
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```csharp
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// Clone base item
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Item original = ItemAssetsCollection.GetPrefab(135);
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GameObject clone = Object.Instantiate(original.gameObject);
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Object.DontDestroyOnLoad(clone);
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// Set properties via reflection
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item.SetPrivateField("typeID", newId);
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item.SetPrivateField("value", cardValue);
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// Get/create tags
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Tag tag = Resources.FindObjectsOfTypeAll<Tag>()
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.FirstOrDefault(t => t.name == "Luxury");
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```
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### Next Implementation Steps
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1. Create `src/ItemExtensions.cs` - reflection helper methods
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2. Create `src/TagHelper.cs` - tag operations
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3. Update `src/ModBehaviour.cs` - use clone+reflection approach
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4. Test card creation in-game
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### Files to Create
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| File | Purpose |
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| `src/ItemExtensions.cs` | `SetPrivateField()`, `GetPrivateField()` extensions |
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| `src/TagHelper.cs` | `GetTargetTag()`, `CreateOrCloneTag()` |
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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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