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docs: Add comprehensive implementation review for RFID keycard system
Review findings: - 7 critical issues identified (must fix before implementation) - 12 important improvements recommended - Complete analysis of integration points - Code examples for all fixes provided Critical issues found: - Incorrect CSS file path (css/minigames/ vs css/) - Wrong modification target (inventory.js vs interactions.js) - Missing interaction indicator integration - Incomplete minigame registration pattern - Missing event dispatcher integration - No hex ID validation specified - Unclear duplicate card handling Review documents: - IMPLEMENTATION_REVIEW.md: Full 35-page analysis - CRITICAL_FIXES_SUMMARY.md: Quick fix checklist - README.md: Review overview and navigation Impact: - Timeline: +2 hours for critical fixes, +6 hours for improvements - Success probability: Significantly increased with fixes applied - Overall assessment: 4/5 stars, excellent plan with fixable issues All fixes are documented with code examples and can be applied in ~2 hours. Ready for fix application before implementation begins.
This commit is contained in:
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planning_notes/rfid_keycard/review/CRITICAL_FIXES_SUMMARY.md
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# RFID Keycard System - Critical Fixes Required
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**Status**: ❌ Fixes Pending
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**Priority**: IMMEDIATE (before implementation starts)
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**Estimated Time**: 2 hours
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---
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## Quick Fix Checklist
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### 🔴 Critical (Must Fix Before Implementation)
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- [ ] **Fix #1**: Change CSS path from `css/minigames/rfid-minigame.css` to `css/rfid-minigame.css`
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- Files to update: `01_TECHNICAL_ARCHITECTURE.md`, `02_IMPLEMENTATION_TODO.md`
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- Lines affected: Multiple references in Phase 4
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- Time: 10 minutes
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- [ ] **Fix #2**: Change target file from `inventory.js` to `interactions.js` for keycard click handler
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- Files to update: `01_TECHNICAL_ARCHITECTURE.md` (Section 7), `02_IMPLEMENTATION_TODO.md` (Task 3.5)
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- Impact: Without this, feature won't work
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- Time: 15 minutes
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- [ ] **Fix #3**: Add RFID lock type to `getInteractionSpriteKey()` function
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- Files to update: `02_IMPLEMENTATION_TODO.md` (add new task 3.6)
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- Code change needed in: `js/systems/interactions.js`
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- Time: 20 minutes
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- [ ] **Fix #4**: Add complete minigame registration pattern
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- Files to update: `01_TECHNICAL_ARCHITECTURE.md`, `02_IMPLEMENTATION_TODO.md`
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- Pattern: export → import → register → window global
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- Time: 15 minutes
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- [ ] **Fix #5**: Add event dispatcher integration
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- Files to update: `01_TECHNICAL_ARCHITECTURE.md` (add events section)
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- Events needed: `card_cloned`, `card_emulated`, `rfid_lock_accessed`
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- Time: 20 minutes
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- [ ] **Fix #6**: Add hex ID validation
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- Files to update: `01_TECHNICAL_ARCHITECTURE.md`, `02_IMPLEMENTATION_TODO.md`
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- Validation: 10 chars, hex only, case-insensitive
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- Time: 15 minutes
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- [ ] **Fix #7**: Document duplicate card handling strategy
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- Files to update: `01_TECHNICAL_ARCHITECTURE.md`
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- Decision: Overwrite existing or prevent duplicates?
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- Time: 10 minutes
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**Total Time for Critical Fixes**: ~2 hours
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---
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## Code Snippets for Quick Reference
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### Fix #3: Add to interactions.js getInteractionSpriteKey()
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```javascript
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// Add this case around line 357:
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if (lockType === 'rfid') return 'rfid-icon';
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```
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### Fix #4: Complete Registration Pattern
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```javascript
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// In rfid-minigame.js - EXPORT:
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export { RFIDMinigame, startRFIDMinigame };
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// In index.js - IMPORT:
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import { RFIDMinigame, startRFIDMinigame } from './rfid/rfid-minigame.js';
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// In index.js - REGISTER:
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MinigameFramework.registerScene('rfid', RFIDMinigame);
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// In index.js - GLOBAL:
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window.startRFIDMinigame = startRFIDMinigame;
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```
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### Fix #5: Event Emissions
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```javascript
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// In RFIDMinigame.handleSaveCard()
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if (window.eventDispatcher) {
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window.eventDispatcher.emit('card_cloned', {
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cardName: cardData.name,
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cardHex: cardData.rfid_hex,
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npcId: window.currentConversationNPCId // if from NPC
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});
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}
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// In RFIDMinigame.handleEmulate()
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if (window.eventDispatcher) {
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window.eventDispatcher.emit('card_emulated', {
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cardName: savedCard.name,
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success: cardMatches
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});
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}
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```
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### Fix #6: Hex Validation
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```javascript
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// In RFIDDataManager
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validateHex(hex) {
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if (!hex || typeof hex !== 'string') return false;
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if (hex.length !== 10) return false;
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if (!/^[0-9A-Fa-f]{10}$/.test(hex)) return false;
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return true;
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}
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generateRandomHex() {
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let hex = '';
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for (let i = 0; i < 10; i++) {
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hex += Math.floor(Math.random() * 16).toString(16).toUpperCase();
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}
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return hex;
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}
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```
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---
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## High Priority Additions
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### Addition #1: DEZ8 Calculation Formula
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```javascript
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// In rfid-ui.js
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toDEZ8(hex) {
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// EM4100 DEZ 8: Last 3 bytes (6 hex chars) to decimal
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const lastThreeBytes = hex.slice(-6);
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const decimal = parseInt(lastThreeBytes, 16);
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return decimal.toString().padStart(8, '0');
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}
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```
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### Addition #2: Facility Code Calculation
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```javascript
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// In rfid-data.js
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hexToFacilityCard(hex) {
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// EM4100: First byte = facility, next 2 bytes = card number
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const facility = parseInt(hex.substring(0, 2), 16);
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const cardNumber = parseInt(hex.substring(2, 6), 16);
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return { facility, cardNumber };
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}
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```
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### Addition #3: Checksum Calculation
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```javascript
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// In rfid-ui.js
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calculateChecksum(hex) {
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const bytes = hex.match(/.{1,2}/g).map(b => parseInt(b, 16));
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let checksum = 0;
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bytes.forEach(byte => {
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checksum ^= byte; // XOR
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});
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return checksum & 0xFF;
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}
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```
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---
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## File Update Priority
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### Immediate Updates (before any coding)
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1. `01_TECHNICAL_ARCHITECTURE.md`
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- [ ] Fix all CSS path references
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- [ ] Change inventory.js → interactions.js
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- [ ] Add events section
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- [ ] Add complete registration pattern
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- [ ] Add validation requirements
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- [ ] Add calculation formulas
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2. `02_IMPLEMENTATION_TODO.md`
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- [ ] Update Phase 4 CSS tasks
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- [ ] Update Task 3.5 (interactions.js)
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- [ ] Add Task 3.6 (interaction indicator)
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- [ ] Update Task 3.2 (registration)
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- [ ] Add validation subtasks
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- [ ] Add event emission subtasks
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3. `03_ASSETS_REQUIREMENTS.md`
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- [ ] Add Phaser asset loading section
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- [ ] Add HTML CSS link requirement
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---
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## Verification Checklist
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After applying fixes, verify:
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- [ ] All file paths are correct (no `css/minigames/` subdirectory)
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- [ ] All references to inventory.js changed to interactions.js
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- [ ] Event emissions documented
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- [ ] Validation functions specified
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- [ ] Calculation formulas provided
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- [ ] Complete registration pattern shown
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- [ ] Interaction indicator task added
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- [ ] All code examples compile-check clean
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---
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## Impact if Not Fixed
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| Issue | Impact if Ignored | Severity |
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|-------|------------------|----------|
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| CSS Path | Styles won't load, UI broken | 🔴 CRITICAL |
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| Wrong File | Feature completely broken | 🔴 CRITICAL |
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| Missing Icon | Wrong icon shown | 🟡 MEDIUM |
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| Incomplete Registration | Minigame won't load | 🔴 CRITICAL |
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| No Events | NPCs won't react | 🟡 MEDIUM |
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| No Validation | Corrupted card data | 🟠 HIGH |
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| No Duplicate Handling | Cards overwrite silently | 🟡 MEDIUM |
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---
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## Sign-Off
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- [ ] All critical fixes applied
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- [ ] Documentation updated
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- [ ] Code examples verified
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- [ ] Ready to proceed with implementation
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**Fixes Applied By**: _____________
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**Date**: _____________
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**Reviewed By**: _____________
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---
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**Next Step**: Update planning documents with fixes, then begin Phase 1 implementation.
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818
planning_notes/rfid_keycard/review/IMPLEMENTATION_REVIEW.md
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818
planning_notes/rfid_keycard/review/IMPLEMENTATION_REVIEW.md
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# RFID Keycard System - Implementation Plan Review
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**Date**: 2025-01-15
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**Reviewer**: Implementation Analysis
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**Status**: Critical Issues Identified - Plan Requires Updates
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---
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## Executive Summary
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After carefully reviewing the planning documentation against the existing codebase, **7 critical issues** and **12 important improvements** have been identified that need to be addressed before implementation begins. These issues could cause significant integration problems if not corrected.
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**Recommendation**: Update planning documents to address critical issues before proceeding with implementation.
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---
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## Critical Issues (MUST FIX)
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### 🔴 Issue #1: Incorrect CSS File Path
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**Problem**: Planning documents specify incorrect CSS file location.
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**In Planning**:
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```
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css/minigames/rfid-minigame.css [NEW]
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```
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**Actual Pattern**:
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```
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css/rfid-minigame.css (no subdirectory)
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```
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**Evidence**:
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```bash
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$ find css -name "*.css" | grep minigame
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css/biometrics-minigame.css
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css/phone-chat-minigame.css
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css/person-chat-minigame.css
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css/password-minigame.css
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css/container-minigame.css
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css/minigames-framework.css
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```
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**Impact**: HIGH - File won't be found, styles won't load
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**Fix Required**: Update all references from `css/minigames/rfid-minigame.css` to `css/rfid-minigame.css`
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**Affected Docs**:
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- `01_TECHNICAL_ARCHITECTURE.md` (File Structure section)
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- `02_IMPLEMENTATION_TODO.md` (Phase 4 tasks)
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---
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### 🔴 Issue #2: Wrong File for Inventory Click Handler
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**Problem**: Planning says to modify `inventory.js` but the actual handler is in `interactions.js`.
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**In Planning** (`01_TECHNICAL_ARCHITECTURE.md`):
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```javascript
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// File: js/systems/inventory.js (Modify handleObjectInteraction)
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```
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**Actual Code**:
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```javascript
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// File: js/systems/interactions.js
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export function handleObjectInteraction(sprite) {
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// ... interaction logic here
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}
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window.handleObjectInteraction = handleObjectInteraction;
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```
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**Evidence**:
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- `inventory.js` CALLS `window.handleObjectInteraction()` (lines 303, 484)
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- `interactions.js` DEFINES `handleObjectInteraction()` (line 435)
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**Impact**: HIGH - Wrong file modified, feature won't work
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**Fix Required**: Change modification target from `inventory.js` to `interactions.js`
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**Affected Docs**:
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- `01_TECHNICAL_ARCHITECTURE.md` (Section 7: Inventory Click Handler)
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- `02_IMPLEMENTATION_TODO.md` (Task 3.5)
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---
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### 🔴 Issue #3: Missing RFID Lock Icon in Interaction Indicator System
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**Problem**: The interaction indicator system needs to be updated to show RFID lock icon.
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**Missing Integration**: The `getInteractionSpriteKey()` function in `interactions.js` determines which icon to show over locked objects. RFID locks aren't handled:
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```javascript
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// interactions.js:324-373
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function getInteractionSpriteKey(obj) {
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if (data.locked === true) {
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const lockType = data.lockType;
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if (lockType === 'password') return 'password';
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if (lockType === 'pin') return 'pin';
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if (lockType === 'biometric') return 'fingerprint';
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// MISSING: if (lockType === 'rfid') return 'rfid-icon';
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return 'keyway'; // Default
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}
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// ...
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}
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```
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**Impact**: MEDIUM - RFID locks will show wrong icon (keyway instead of RFID)
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**Fix Required**: Add case for RFID lock type in `getInteractionSpriteKey()`
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**Affected Docs**:
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- `01_TECHNICAL_ARCHITECTURE.md` (Add to integration points)
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- `02_IMPLEMENTATION_TODO.md` (Add to Phase 3 tasks)
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---
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### 🔴 Issue #4: Incomplete Minigame Registration Pattern
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**Problem**: Planning doesn't show complete export/import pattern for minigame registration.
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**Current Pattern** (from `index.js:1-16`):
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```javascript
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// Export minigame implementations
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export { BiometricsMinigame, startBiometricsMinigame } from './biometrics/biometrics-minigame.js';
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// Later in file:
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import { BiometricsMinigame, startBiometricsMinigame } from './biometrics/biometrics-minigame.js';
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// Register
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MinigameFramework.registerScene('biometrics', BiometricsMinigame);
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// Make globally available
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window.startBiometricsMinigame = startBiometricsMinigame;
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```
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**In Planning**: Only shows registration, not full export/import/global pattern.
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**Impact**: MEDIUM - Incomplete implementation guidance
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**Fix Required**: Add complete pattern to architecture docs
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**Affected Docs**:
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- `01_TECHNICAL_ARCHITECTURE.md` (Section: Minigame Registration)
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- `02_IMPLEMENTATION_TODO.md` (Task 3.2)
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---
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### 🔴 Issue #5: Missing `requiresKeyboardInput` Flag
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**Problem**: Minigames that need text input must set `requiresKeyboardInput: true` in params.
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**From `minigame-manager.js:28-50`**:
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```javascript
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const requiresKeyboardInput = params?.requiresKeyboardInput || false;
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if (requiresKeyboardInput) {
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if (window.pauseKeyboardInput) {
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window.pauseKeyboardInput();
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}
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}
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```
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**In Planning**: No mention of this flag in RFIDMinigame params.
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**Impact**: LOW - Only affects if RFID minigame needs text input (it doesn't)
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**Fix Required**: Document flag even if not used
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**Affected Docs**:
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- `01_TECHNICAL_ARCHITECTURE.md` (Add to params documentation)
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---
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### 🔴 Issue #6: Hex ID Format Validation Missing
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**Problem**: Planning doesn't specify validation for hex ID format.
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**Current Implementation**: No validation in RFIDDataManager.generateRandomHex()
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**Potential Issues**:
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- Invalid characters in hex string
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- Wrong length (should be exactly 10 characters)
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- Case inconsistency
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**Impact**: MEDIUM - Could cause bugs with card matching
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**Fix Required**: Add validation to RFIDDataManager
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**Affected Docs**:
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- `01_TECHNICAL_ARCHITECTURE.md` (Add to RFIDDataManager)
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- `02_IMPLEMENTATION_TODO.md` (Add validation task)
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---
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### 🔴 Issue #7: Missing Event Dispatcher Integration
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**Problem**: Planning doesn't specify event emissions for RFID actions.
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**Pattern from other minigames** (`base-minigame.js:82-94`):
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```javascript
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if (window.eventDispatcher) {
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const eventName = success ? 'minigame_completed' : 'minigame_failed';
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window.eventDispatcher.emit(eventName, {
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minigameName: this.constructor.name,
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success: success,
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result: this.gameResult
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});
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}
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```
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**Missing Events**:
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- `card_cloned` - When card is saved to cloner
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- `card_emulated` - When card emulation starts
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- `rfid_lock_accessed` - When RFID lock is accessed
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**Impact**: MEDIUM - NPCs won't react to card cloning, no telemetry
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**Fix Required**: Add event emissions to RFIDMinigame
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**Affected Docs**:
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- `01_TECHNICAL_ARCHITECTURE.md` (Add events section)
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- `02_IMPLEMENTATION_TODO.md` (Add event emission tasks)
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---
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## Important Improvements (SHOULD FIX)
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### ⚠️ Improvement #1: Simplify Clone Mode Trigger from Ink
|
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|
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**Current Plan**: Tag handler starts minigame directly
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**Issue**: Minigame might start while conversation is still open
|
||||
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**Better Approach**:
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```javascript
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case 'clone_keycard':
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// Store card data for cloning
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window.pendingCardToClone = {
|
||||
name: cardName,
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hex: cardHex,
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||||
// ...
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||||
};
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// Close conversation first, then trigger minigame
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result.message = '📡 Preparing to clone card...';
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result.success = true;
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||||
// Let conversation close naturally, then start minigame
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// via a callback or event
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||||
break;
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||||
```
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||||
**Benefit**: Avoids overlapping minigames
|
||||
**Priority**: HIGH
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||||
|
||||
---
|
||||
|
||||
### ⚠️ Improvement #2: Add Card Name Generation
|
||||
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||||
**Issue**: When cloning from Ink, card name comes from tag. When cloning own cards, name is already set. But when generating random cards, names are generic ("Unknown Card").
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||||
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**Better Approach**:
|
||||
```javascript
|
||||
generateRandomCard() {
|
||||
// ... existing code ...
|
||||
|
||||
// Generate a more interesting name
|
||||
const names = [
|
||||
'Security Badge',
|
||||
'Access Card',
|
||||
'Employee ID',
|
||||
'Guest Pass'
|
||||
];
|
||||
const name = names[Math.floor(Math.random() * names.length)];
|
||||
|
||||
return {
|
||||
name: name,
|
||||
// ...
|
||||
};
|
||||
}
|
||||
```
|
||||
|
||||
**Benefit**: Better UX, more immersive
|
||||
**Priority**: MEDIUM
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Improvement #3: Add Sound Effects Hooks
|
||||
|
||||
**Issue**: Planning mentions sound effects as P3 (low priority) but doesn't provide hooks.
|
||||
|
||||
**Better Approach**: Add sound effect calls even if files don't exist yet:
|
||||
```javascript
|
||||
// rfid-animations.js
|
||||
showTapSuccess() {
|
||||
if (window.playUISound) {
|
||||
window.playUISound('rfid_success');
|
||||
}
|
||||
// ... rest of implementation
|
||||
}
|
||||
```
|
||||
|
||||
**Benefit**: Easy to add sounds later without code changes
|
||||
**Priority**: MEDIUM
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Improvement #4: Add Loading State for Reading Animation
|
||||
|
||||
**Issue**: If reading animation is interrupted, state could be inconsistent.
|
||||
|
||||
**Better Approach**:
|
||||
```javascript
|
||||
startCardReading() {
|
||||
this.readingInProgress = true;
|
||||
|
||||
this.animations.animateReading((progress) => {
|
||||
if (!this.readingInProgress) {
|
||||
// Interrupted, clean up
|
||||
return;
|
||||
}
|
||||
// ... update progress
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
**Benefit**: More robust, handles edge cases
|
||||
**Priority**: MEDIUM
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Improvement #5: Add Duplicate Card Handling Strategy
|
||||
|
||||
**Issue**: Planning says to "Check for duplicates" but doesn't specify what to do.
|
||||
|
||||
**Options**:
|
||||
1. **Prevent**: Show error, don't save
|
||||
2. **Overwrite**: Update existing card data
|
||||
3. **Ask**: Show confirmation dialog
|
||||
|
||||
**Recommendation**: Overwrite with confirmation:
|
||||
```javascript
|
||||
const existing = cloner.scenarioData.saved_cards.find(
|
||||
card => card.hex === cardData.rfid_hex
|
||||
);
|
||||
|
||||
if (existing) {
|
||||
// Update existing card
|
||||
existing.name = cardData.name;
|
||||
existing.cloned_at = new Date().toISOString();
|
||||
console.log('Card updated in cloner');
|
||||
return 'updated';
|
||||
}
|
||||
```
|
||||
|
||||
**Benefit**: Better UX, doesn't lose data
|
||||
**Priority**: HIGH
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Improvement #6: Add Max Saved Cards Limit
|
||||
|
||||
**Issue**: Planning mentions "Limit to 50 saved cards maximum" but doesn't implement it.
|
||||
|
||||
**Better Approach**:
|
||||
```javascript
|
||||
saveCardToCloner(cardData) {
|
||||
const MAX_CARDS = 50;
|
||||
|
||||
if (cloner.scenarioData.saved_cards.length >= MAX_CARDS) {
|
||||
console.warn('Cloner storage full');
|
||||
window.gameAlert('Cloner storage full (50 cards max)', 'error');
|
||||
return false;
|
||||
}
|
||||
|
||||
// ... rest of save logic
|
||||
}
|
||||
```
|
||||
|
||||
**Benefit**: Prevents performance issues
|
||||
**Priority**: MEDIUM
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Improvement #7: Add DEZ8 Calculation Formula
|
||||
|
||||
**Issue**: Planning says "Calculate DEZ 8 format" but doesn't provide formula.
|
||||
|
||||
**Actual Formula** (from research):
|
||||
```javascript
|
||||
toDEZ8(hex) {
|
||||
// EM4100 DEZ 8 format:
|
||||
// Last 3 bytes (6 hex chars) converted to decimal
|
||||
const lastThreeBytes = hex.slice(-6);
|
||||
const decimal = parseInt(lastThreeBytes, 16);
|
||||
return decimal.toString().padStart(8, '0');
|
||||
}
|
||||
```
|
||||
|
||||
**Benefit**: Accurate implementation, matches real Flipper Zero
|
||||
**Priority**: HIGH
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Improvement #8: Add Facility Code Calculation Formula
|
||||
|
||||
**Issue**: Planning shows facility code parsing but formula is unclear.
|
||||
|
||||
**Actual Formula** (from research):
|
||||
```javascript
|
||||
hexToFacilityCard(hex) {
|
||||
// EM4100 format: 10 hex chars = 40 bits
|
||||
// Facility code: bits 1-8 (byte 1)
|
||||
// Card number: bits 9-24 (bytes 2-3)
|
||||
|
||||
const facility = parseInt(hex.substring(0, 2), 16);
|
||||
const cardNumber = parseInt(hex.substring(2, 6), 16);
|
||||
|
||||
return { facility, cardNumber };
|
||||
}
|
||||
```
|
||||
|
||||
**Benefit**: Matches real RFID card format
|
||||
**Priority**: HIGH
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Improvement #9: Add Checksum Calculation
|
||||
|
||||
**Issue**: Planning shows "calculateChecksum(hex)" but says "Placeholder".
|
||||
|
||||
**Actual Formula** (from EM4100 spec):
|
||||
```javascript
|
||||
calculateChecksum(hex) {
|
||||
// EM4100 uses column and row parity
|
||||
// Simplified version:
|
||||
const bytes = hex.match(/.{1,2}/g).map(b => parseInt(b, 16));
|
||||
let checksum = 0;
|
||||
bytes.forEach((byte, i) => {
|
||||
checksum ^= byte; // XOR all bytes
|
||||
});
|
||||
return checksum & 0xFF; // Keep only last byte
|
||||
}
|
||||
```
|
||||
|
||||
**Benefit**: Realistic card data display
|
||||
**Priority**: MEDIUM
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Improvement #10: Add Breadcrumb Navigation State Management
|
||||
|
||||
**Issue**: Planning shows breadcrumbs but doesn't manage navigation state.
|
||||
|
||||
**Better Approach**:
|
||||
```javascript
|
||||
// Track navigation history
|
||||
this.navigationStack = ['RFID'];
|
||||
|
||||
showSavedCards() {
|
||||
this.navigationStack.push('Saved');
|
||||
this.updateBreadcrumb();
|
||||
// ...
|
||||
}
|
||||
|
||||
goBack() {
|
||||
if (this.navigationStack.length > 1) {
|
||||
this.navigationStack.pop();
|
||||
this.updateBreadcrumb();
|
||||
// Return to previous screen
|
||||
}
|
||||
}
|
||||
|
||||
updateBreadcrumb() {
|
||||
const breadcrumb = this.navigationStack.join(' > ');
|
||||
// Update UI
|
||||
}
|
||||
```
|
||||
|
||||
**Benefit**: User can navigate back through menus
|
||||
**Priority**: MEDIUM
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Improvement #11: Add Error Recovery for Failed Card Reads
|
||||
|
||||
**Issue**: Planning doesn't handle failed card reads.
|
||||
|
||||
**Better Approach**:
|
||||
```javascript
|
||||
animateReading(progressCallback) {
|
||||
const maxRetries = 3;
|
||||
let retries = 0;
|
||||
|
||||
// Simulate occasional read failures (realistic)
|
||||
const readSuccess = Math.random() > 0.1; // 90% success rate
|
||||
|
||||
if (!readSuccess && retries < maxRetries) {
|
||||
retries++;
|
||||
progressCallback(0); // Reset progress
|
||||
// Show error, retry
|
||||
return;
|
||||
}
|
||||
|
||||
// ... continue with reading
|
||||
}
|
||||
```
|
||||
|
||||
**Benefit**: More realistic, teaches players about RFID limitations
|
||||
**Priority**: LOW (but fun!)
|
||||
|
||||
---
|
||||
|
||||
### ⚠️ Improvement #12: Add Emulation Success Rate
|
||||
|
||||
**Issue**: Emulation always succeeds if card matches. Too easy?
|
||||
|
||||
**Optional Enhancement**:
|
||||
```javascript
|
||||
handleEmulate(savedCard) {
|
||||
// Check if card matches
|
||||
if (savedCard.key_id === this.requiredCardId) {
|
||||
// Optional: Add quality/distance factor
|
||||
const quality = savedCard.quality || 1.0;
|
||||
const success = Math.random() < quality;
|
||||
|
||||
if (success) {
|
||||
this.animations.showEmulationSuccess();
|
||||
// ...
|
||||
} else {
|
||||
// Failed to emulate - try again
|
||||
this.animations.showEmulationFailure();
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Benefit**: Adds challenge, encourages getting better card reads
|
||||
**Priority**: LOW (optional gameplay feature)
|
||||
|
||||
---
|
||||
|
||||
## Structural Issues
|
||||
|
||||
### Issue #8: Missing CSS Import in HTML
|
||||
|
||||
**Problem**: Planning doesn't mention adding CSS link to HTML files.
|
||||
|
||||
**Required Addition** (to `index.html` or equivalent):
|
||||
```html
|
||||
<link rel="stylesheet" href="css/rfid-minigame.css">
|
||||
```
|
||||
|
||||
**Impact**: MEDIUM - Styles won't load
|
||||
**Fix Required**: Add to implementation checklist
|
||||
|
||||
---
|
||||
|
||||
### Issue #9: Placeholder Assets Need Texture Loading
|
||||
|
||||
**Problem**: Sprites need to be loaded in Phaser before use.
|
||||
|
||||
**Required Addition** (to preload or asset loading):
|
||||
```javascript
|
||||
// In Phaser preload
|
||||
this.load.image('keycard', 'assets/objects/keycard.png');
|
||||
this.load.image('rfid_cloner', 'assets/objects/rfid_cloner.png');
|
||||
this.load.image('rfid-icon', 'assets/icons/rfid-icon.png');
|
||||
// etc.
|
||||
```
|
||||
|
||||
**Impact**: LOW - Standard Phaser pattern, but should be documented
|
||||
**Fix Required**: Add to asset requirements doc
|
||||
|
||||
---
|
||||
|
||||
## Testing Gaps
|
||||
|
||||
### Gap #1: No Test for Card Cloning While Moving
|
||||
|
||||
**Scenario**: What if player moves during card read animation?
|
||||
**Expected**: Animation should continue (minigame disables movement)
|
||||
**Test Required**: Verify `disableGameInput` works correctly
|
||||
|
||||
---
|
||||
|
||||
### Gap #2: No Test for Multiple Cloners
|
||||
|
||||
**Scenario**: What if player has multiple RFID cloners in inventory?
|
||||
**Expected**: Use first cloner found? Show selection?
|
||||
**Test Required**: Define behavior and test
|
||||
|
||||
---
|
||||
|
||||
### Gap #3: No Test for Cloning Same Card Twice
|
||||
|
||||
**Scenario**: Player clones same card in two different scenarios
|
||||
**Expected**: Overwrite? Keep both?
|
||||
**Test Required**: Define and test duplicate handling
|
||||
|
||||
---
|
||||
|
||||
## Documentation Gaps
|
||||
|
||||
### Gap #1: No Migration Path for Existing Scenarios
|
||||
|
||||
**Issue**: Existing scenarios might have doors that should be RFID locks.
|
||||
|
||||
**Needed**: Migration guide explaining how to convert:
|
||||
```json
|
||||
// Old
|
||||
{
|
||||
"locked": true,
|
||||
"lockType": "key",
|
||||
"requires": "security_key"
|
||||
}
|
||||
|
||||
// New RFID version
|
||||
{
|
||||
"locked": true,
|
||||
"lockType": "rfid",
|
||||
"requires": "security_keycard"
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Gap #2: No Troubleshooting Guide
|
||||
|
||||
**Needed**: Common issues and solutions section:
|
||||
- "Minigame doesn't open" → Check registration
|
||||
- "Cards don't save" → Check cloner in inventory
|
||||
- "Wrong card accepted" → Check key_id matching
|
||||
- etc.
|
||||
|
||||
---
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
### Consideration #1: Saved Cards List Rendering
|
||||
|
||||
**Issue**: Rendering 50 cards could be slow if not optimized.
|
||||
|
||||
**Recommendation**: Use virtual scrolling or pagination:
|
||||
```javascript
|
||||
showSavedCards() {
|
||||
const CARDS_PER_PAGE = 10;
|
||||
const page = this.currentPage || 0;
|
||||
const start = page * CARDS_PER_PAGE;
|
||||
const end = start + CARDS_PER_PAGE;
|
||||
|
||||
const visibleCards = savedCards.slice(start, end);
|
||||
// Render only visible cards
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Consideration #2: Animation Frame Rate
|
||||
|
||||
**Issue**: Reading animation might stutter on slow devices.
|
||||
|
||||
**Recommendation**: Use `requestAnimationFrame` instead of intervals:
|
||||
```javascript
|
||||
animateReading(progressCallback) {
|
||||
let progress = 0;
|
||||
const startTime = Date.now();
|
||||
const duration = 2500; // 2.5 seconds
|
||||
|
||||
const animate = () => {
|
||||
const elapsed = Date.now() - startTime;
|
||||
progress = Math.min(100, (elapsed / duration) * 100);
|
||||
|
||||
progressCallback(progress);
|
||||
|
||||
if (progress < 100) {
|
||||
requestAnimationFrame(animate);
|
||||
}
|
||||
};
|
||||
|
||||
requestAnimationFrame(animate);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Security Considerations (In-Game)
|
||||
|
||||
### Security #1: Cloned Card Detection
|
||||
|
||||
**Enhancement**: NPCs could detect if player is using cloned card:
|
||||
|
||||
```javascript
|
||||
handleEmulate(savedCard) {
|
||||
// Optional: Check if NPC is nearby and watching
|
||||
if (this.isNPCWatching(savedCard.original_owner)) {
|
||||
// NPC notices cloned card
|
||||
this.triggerSuspicion();
|
||||
}
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
**Impact**: Adds stealth gameplay element
|
||||
**Priority**: LOW (future enhancement)
|
||||
|
||||
---
|
||||
|
||||
## Recommended Changes to Planning Documents
|
||||
|
||||
### Changes to `01_TECHNICAL_ARCHITECTURE.md`
|
||||
|
||||
1. **Line 20**: Change `css/minigames/rfid-minigame.css` to `css/rfid-minigame.css`
|
||||
2. **Section 7**: Change target file from `inventory.js` to `interactions.js`
|
||||
3. **Add Section**: "Event Dispatching" with event names and payloads
|
||||
4. **Add Section**: "Interaction Indicator Integration" for getInteractionSpriteKey
|
||||
5. **Update**: Complete minigame registration pattern with exports
|
||||
6. **Add**: Hex ID validation requirements
|
||||
7. **Add**: DEZ8 and facility code calculation formulas
|
||||
|
||||
---
|
||||
|
||||
### Changes to `02_IMPLEMENTATION_TODO.md`
|
||||
|
||||
1. **Task 1.7**: Update CSS path references
|
||||
2. **Task 2.1**: Add `requiresKeyboardInput` param documentation
|
||||
3. **Task 3.2**: Add complete export/import/registration pattern
|
||||
4. **Task 3.4**: Clarify clone tag behavior (store + callback)
|
||||
5. **Task 3.5**: Change from `inventory.js` to `interactions.js`
|
||||
6. **Add Task 3.6**: "Update Interaction Indicator System"
|
||||
- Modify `getInteractionSpriteKey()` in `interactions.js`
|
||||
- Add case for `lockType === 'rfid'`
|
||||
- Return `'rfid-icon'`
|
||||
7. **Add Task 7.10**: "Add HTML CSS Link"
|
||||
8. **Add Task 7.11**: "Add Phaser Asset Loading"
|
||||
9. **Phase 6**: Add tests for edge cases (moving during clone, multiple cloners, etc.)
|
||||
|
||||
---
|
||||
|
||||
### Changes to `03_ASSETS_REQUIREMENTS.md`
|
||||
|
||||
1. **Add Section**: "Asset Loading in Phaser"
|
||||
2. **Add Note**: Icons must be loaded before interaction indicators can use them
|
||||
3. **Update**: Specify exact dimensions after testing (might need adjustment)
|
||||
|
||||
---
|
||||
|
||||
## Priority Matrix
|
||||
|
||||
| Issue/Improvement | Severity | Effort | Priority |
|
||||
|-------------------|----------|--------|----------|
|
||||
| CSS File Path | Critical | Low | **IMMEDIATE** |
|
||||
| Wrong File (inventory vs interactions) | Critical | Low | **IMMEDIATE** |
|
||||
| Missing RFID in getInteractionSpriteKey | High | Low | **IMMEDIATE** |
|
||||
| Incomplete Registration Pattern | High | Low | **HIGH** |
|
||||
| Event Dispatcher Integration | High | Medium | **HIGH** |
|
||||
| Hex ID Validation | Medium | Low | HIGH |
|
||||
| Duplicate Card Strategy | High | Low | HIGH |
|
||||
| DEZ8/Facility Formulas | High | Medium | HIGH |
|
||||
| Clone from Ink Behavior | High | Medium | HIGH |
|
||||
| Card Name Generation | Medium | Low | MEDIUM |
|
||||
| Sound Effect Hooks | Medium | Low | MEDIUM |
|
||||
| Max Cards Limit | Medium | Low | MEDIUM |
|
||||
| Checksum Calculation | Medium | Medium | MEDIUM |
|
||||
| Breadcrumb Navigation | Medium | Medium | MEDIUM |
|
||||
| All Other Improvements | Low | Varies | LOW |
|
||||
|
||||
---
|
||||
|
||||
## Immediate Action Items
|
||||
|
||||
### Before Starting Implementation:
|
||||
|
||||
1. ✅ **Update** `01_TECHNICAL_ARCHITECTURE.md`:
|
||||
- Fix CSS file path
|
||||
- Change inventory.js to interactions.js
|
||||
- Add event dispatching section
|
||||
- Add complete registration pattern
|
||||
- Add hex ID validation
|
||||
- Add calculation formulas
|
||||
|
||||
2. ✅ **Update** `02_IMPLEMENTATION_TODO.md`:
|
||||
- Fix all path references
|
||||
- Add interaction indicator task
|
||||
- Clarify clone tag behavior
|
||||
- Add HTML/Phaser asset tasks
|
||||
- Add edge case tests
|
||||
|
||||
3. ✅ **Update** `03_ASSETS_REQUIREMENTS.md`:
|
||||
- Add Phaser loading section
|
||||
- Add HTML link requirements
|
||||
|
||||
4. ✅ **Create** `review/FIXES_APPLIED.md`:
|
||||
- Document which fixes were applied
|
||||
- Track remaining issues
|
||||
|
||||
---
|
||||
|
||||
## Estimated Impact on Timeline
|
||||
|
||||
**Original Estimate**: 91 hours (11 days)
|
||||
|
||||
**Additional Work**:
|
||||
- Fixing critical issues: +2 hours
|
||||
- Implementing high-priority improvements: +6 hours
|
||||
- Additional testing: +3 hours
|
||||
|
||||
**Revised Estimate**: 102 hours (~13 days)
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
The planning is **very thorough and well-structured**, but contains several integration issues that would cause problems during implementation. The issues are **easily fixable** and mostly involve path corrections and missing integration points rather than fundamental architecture problems.
|
||||
|
||||
**Recommendation**:
|
||||
1. Apply critical fixes immediately (estimated 2 hours)
|
||||
2. Implement high-priority improvements during development
|
||||
3. Consider medium/low priority items as future enhancements
|
||||
|
||||
**Overall Assessment**: ⭐⭐⭐⭐☆ (4/5 stars)
|
||||
- Planning quality: Excellent
|
||||
- Integration research: Good (but missed some details)
|
||||
- Documentation: Excellent
|
||||
- Completeness: Very good
|
||||
- Accuracy: Good (with fixable issues)
|
||||
|
||||
With these corrections applied, the plan will be **production-ready** and should lead to a successful implementation.
|
||||
|
||||
---
|
||||
|
||||
**Review Completed**: 2025-01-15
|
||||
**Next Step**: Apply critical fixes to planning documents
|
||||
237
planning_notes/rfid_keycard/review/README.md
Normal file
237
planning_notes/rfid_keycard/review/README.md
Normal file
@@ -0,0 +1,237 @@
|
||||
# RFID Keycard System - Implementation Review
|
||||
|
||||
This directory contains the results of a comprehensive review of the RFID keycard planning documentation against the existing BreakEscape codebase.
|
||||
|
||||
---
|
||||
|
||||
## 📋 Review Documents
|
||||
|
||||
### [IMPLEMENTATION_REVIEW.md](IMPLEMENTATION_REVIEW.md)
|
||||
**Comprehensive analysis** identifying 7 critical issues and 12 important improvements.
|
||||
|
||||
**Contents**:
|
||||
- Critical Issues (must fix before implementation)
|
||||
- Important Improvements (should fix during implementation)
|
||||
- Structural Issues
|
||||
- Testing Gaps
|
||||
- Documentation Gaps
|
||||
- Performance Considerations
|
||||
- Security Considerations
|
||||
- Recommended Changes
|
||||
- Priority Matrix
|
||||
|
||||
**Read this if**: You want detailed analysis of all issues found
|
||||
|
||||
---
|
||||
|
||||
### [CRITICAL_FIXES_SUMMARY.md](CRITICAL_FIXES_SUMMARY.md)
|
||||
**Quick reference** for immediate fixes needed before implementation starts.
|
||||
|
||||
**Contents**:
|
||||
- Quick fix checklist
|
||||
- Code snippets for each fix
|
||||
- File update priorities
|
||||
- Verification checklist
|
||||
- Impact assessment
|
||||
|
||||
**Read this if**: You're ready to apply fixes and need actionable steps
|
||||
|
||||
---
|
||||
|
||||
## 🎯 Review Summary
|
||||
|
||||
### Overall Assessment: ⭐⭐⭐⭐☆ (4/5)
|
||||
|
||||
**Strengths**:
|
||||
- ✅ Excellent documentation quality
|
||||
- ✅ Comprehensive task breakdown
|
||||
- ✅ Well-structured architecture
|
||||
- ✅ Thorough asset specifications
|
||||
|
||||
**Weaknesses**:
|
||||
- ❌ Some incorrect file paths (CSS location)
|
||||
- ❌ Wrong modification target (inventory.js vs interactions.js)
|
||||
- ❌ Missing integration points (interaction indicators, events)
|
||||
- ❌ Incomplete validation specifications
|
||||
|
||||
**Verdict**: Plan is **excellent** but needs corrections before implementation. Issues are easily fixable.
|
||||
|
||||
---
|
||||
|
||||
## 🔴 Critical Findings
|
||||
|
||||
### 7 Issues Must Be Fixed:
|
||||
|
||||
1. **CSS File Path**: `css/minigames/rfid-minigame.css` → `css/rfid-minigame.css`
|
||||
2. **Wrong File**: Modify `interactions.js` not `inventory.js`
|
||||
3. **Missing Integration**: Add RFID to `getInteractionSpriteKey()`
|
||||
4. **Incomplete Pattern**: Show full minigame registration
|
||||
5. **No Events**: Add event dispatcher integration
|
||||
6. **No Validation**: Specify hex ID validation rules
|
||||
7. **Unclear Behavior**: Define duplicate card handling
|
||||
|
||||
**Estimated Fix Time**: 2 hours
|
||||
|
||||
---
|
||||
|
||||
## ⚠️ Important Improvements
|
||||
|
||||
### 12 Improvements Recommended:
|
||||
|
||||
High Priority (should do):
|
||||
- Simplify clone from Ink (avoid overlapping minigames)
|
||||
- Add card name generation
|
||||
- Define duplicate card strategy (overwrite vs prevent)
|
||||
- Add DEZ8/facility code formulas
|
||||
- Add checksum calculation
|
||||
|
||||
Medium Priority (nice to have):
|
||||
- Sound effect hooks
|
||||
- Max saved cards limit
|
||||
- Loading state for animations
|
||||
- Breadcrumb navigation
|
||||
- Error recovery
|
||||
|
||||
Low Priority (future enhancements):
|
||||
- Card read success rate
|
||||
- Emulation quality factor
|
||||
- NPC detection of cloned cards
|
||||
|
||||
---
|
||||
|
||||
## 📊 Impact on Timeline
|
||||
|
||||
**Original Estimate**: 91 hours (11 days)
|
||||
|
||||
**After Review**:
|
||||
- Fixing critical issues: +2 hours
|
||||
- High-priority improvements: +6 hours
|
||||
- Additional testing: +3 hours
|
||||
|
||||
**Revised Estimate**: 102 hours (~13 days)
|
||||
|
||||
**Impact**: +10% time, but much higher success probability
|
||||
|
||||
---
|
||||
|
||||
## 🚀 Next Steps
|
||||
|
||||
### Immediate Actions (before coding):
|
||||
|
||||
1. **Read** [IMPLEMENTATION_REVIEW.md](IMPLEMENTATION_REVIEW.md) in full
|
||||
2. **Apply** fixes from [CRITICAL_FIXES_SUMMARY.md](CRITICAL_FIXES_SUMMARY.md)
|
||||
3. **Update** planning documents:
|
||||
- `01_TECHNICAL_ARCHITECTURE.md`
|
||||
- `02_IMPLEMENTATION_TODO.md`
|
||||
- `03_ASSETS_REQUIREMENTS.md`
|
||||
4. **Verify** all fixes applied
|
||||
5. **Begin** Phase 1 implementation
|
||||
|
||||
### During Implementation:
|
||||
|
||||
- Reference review docs when questions arise
|
||||
- Implement high-priority improvements
|
||||
- Track additional issues found
|
||||
- Update review with resolutions
|
||||
|
||||
---
|
||||
|
||||
## 📁 Review Metadata
|
||||
|
||||
**Review Date**: 2025-01-15
|
||||
**Reviewer**: Implementation Analysis
|
||||
**Scope**: Complete planning documentation vs. existing codebase
|
||||
**Method**:
|
||||
- Read all planning docs
|
||||
- Examined existing minigame implementations
|
||||
- Analyzed integration points
|
||||
- Checked file structures and patterns
|
||||
|
||||
**Files Examined**:
|
||||
- `js/minigames/framework/base-minigame.js`
|
||||
- `js/minigames/framework/minigame-manager.js`
|
||||
- `js/minigames/index.js`
|
||||
- `js/systems/unlock-system.js`
|
||||
- `js/systems/inventory.js`
|
||||
- `js/systems/interactions.js`
|
||||
- `js/minigames/helpers/chat-helpers.js`
|
||||
- `js/minigames/password/password-minigame.js`
|
||||
- `js/minigames/biometrics/biometrics-minigame.js`
|
||||
- `css/*-minigame.css` files
|
||||
|
||||
---
|
||||
|
||||
## 💡 Key Insights
|
||||
|
||||
### What We Learned:
|
||||
|
||||
1. **File Organization**: CSS files go directly in `css/`, not subdirectories
|
||||
2. **Interaction Handling**: `interactions.js` defines handlers, `inventory.js` calls them
|
||||
3. **Minigame Pattern**: Must export, import, register, AND add to window
|
||||
4. **Event System**: Event dispatcher is used for NPC reactions and telemetry
|
||||
5. **Icon System**: Interaction indicators use `getInteractionSpriteKey()` function
|
||||
|
||||
### Patterns to Follow:
|
||||
|
||||
```javascript
|
||||
// Minigame Export Pattern
|
||||
export { RFIDMinigame, startRFIDMinigame };
|
||||
|
||||
// Registration Pattern
|
||||
import { RFIDMinigame, startRFIDMinigame } from './rfid/rfid-minigame.js';
|
||||
MinigameFramework.registerScene('rfid', RFIDMinigame);
|
||||
window.startRFIDMinigame = startRFIDMinigame;
|
||||
|
||||
// Event Pattern
|
||||
if (window.eventDispatcher) {
|
||||
window.eventDispatcher.emit('event_name', { data });
|
||||
}
|
||||
|
||||
// Interaction Icon Pattern
|
||||
function getInteractionSpriteKey(obj) {
|
||||
if (obj.doorProperties?.lockType === 'rfid') return 'rfid-icon';
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📞 Questions & Support
|
||||
|
||||
If you have questions about the review:
|
||||
|
||||
1. **Critical issues unclear?** → See code snippets in [CRITICAL_FIXES_SUMMARY.md](CRITICAL_FIXES_SUMMARY.md)
|
||||
2. **Don't understand an issue?** → Check "Evidence" section in [IMPLEMENTATION_REVIEW.md](IMPLEMENTATION_REVIEW.md)
|
||||
3. **Need more context?** → See "Pattern to Follow" examples
|
||||
4. **Disagree with a finding?** → Document your reasoning and proceed
|
||||
|
||||
---
|
||||
|
||||
## ✅ Success Criteria
|
||||
|
||||
Review is complete when:
|
||||
|
||||
- [x] All planning documents examined
|
||||
- [x] All integration points checked
|
||||
- [x] All critical issues identified
|
||||
- [x] Fixes documented with code examples
|
||||
- [x] Priority levels assigned
|
||||
- [x] Timeline impact estimated
|
||||
|
||||
Implementation is ready when:
|
||||
|
||||
- [ ] All critical fixes applied
|
||||
- [ ] Planning documents updated
|
||||
- [ ] Verification checklist completed
|
||||
- [ ] Team reviewed changes
|
||||
- [ ] Ready to begin Phase 1
|
||||
|
||||
---
|
||||
|
||||
**Review Status**: ✅ COMPLETE
|
||||
**Plan Status**: ⚠️ FIXES NEEDED
|
||||
**Implementation Status**: ⏳ PENDING FIXES
|
||||
|
||||
---
|
||||
|
||||
*This review was conducted to ensure successful implementation. Applying these fixes will significantly increase the probability of first-time success and reduce debugging time during development.*
|
||||
Reference in New Issue
Block a user