# AI agent checklist for building a new mod Use this checklist for new weapon, equipment, enemy, mission, campaign and music packages. The user's current request takes precedence. Treat the checked-in [mod API](modding-api.md), content types and shipped examples as the contract; do not invent unsupported fields or callbacks. ## 1. Define the behavior - [ ] Record the requested content, controls, target types and intended role. - [ ] For equipment, decide whether it is always equipped and fires with Fire, a selected special, a consumable, or a passive item. Always equipped does not imply firing without input. State the controls clearly in the shop description. - [ ] Specify range, cooldown, damage, target limits and interactions with other equipment. Account for the 320×200 logical canvas and 70/3 simulation ticks per second; HD artwork must not change gameplay geometry. - [ ] Check existing API support. Use callbacks and checked commands for mod behavior. If something is missing, describe a minimal reusable API extension and coordinate its implementation with the engine agent when authorized. ## 2. Build an independent package - [ ] Create `mods//mod.toml`, `content.json`, `scripts/`, `art/` and any `audio/` or `music/` directories needed by the content. - [ ] Use a unique lowercase package ID, version, `api_version = 1`, clear name and description. Declare all script files in `manifest.scripts`. - [ ] Namespace new definitions with the package ID. Keep inventory item and weapon IDs distinct; keep IDs stable so saved inventory survives updates. - [ ] Declare only real dependencies. Verify standalone packages can be enabled alone. Make complete, explicit overrides only when intentionally required. - [ ] Omit `legacy` on new content. Use relative paths without traversal or symlinks, and stay inside the documented package and content limits. - [ ] Keep equipment capacities and consumable flags consistent with its role. Define pickup and shop behavior consistently; reusable gear must remain owned. ## 3. Implement scripts safely - [ ] Use only documented event snapshots, callbacks and commands. Filter dead, invisible or wrong-type targets and enforce the intended range and target cap. - [ ] Use deterministic target selection and tie breaks. Avoid duplicate hits, accidental repeated chaining, screen-wide damage and unnecessary commands. - [ ] Keep callback work and state bounded. Use the supplied deterministic RNG for gameplay randomness; do not depend on render rate, wall time or OS state. - [ ] Handle initially empty state and older saved state. Verify scripts compile, callbacks have three arguments and command failures roll back cleanly. - [ ] Choose visual commands appropriate to the effect. Do not use explosion effects for ordinary muzzle flashes or electrical arcs. ## 4. Ship SD, HD and audio assets - [ ] Supply a real SD `png` and HD `hd_png` for every authored artwork reference. Use the same logical dimensions, aspect ratio, frame count and alignment. - [ ] Preserve actual alpha transparency and padding. Keep sprites legible at their small SD size, with clear silhouettes and stable frame positions. - [ ] Inspect both modes after palette conversion in the game renderer. Check animation strips, shop icons, firing/hit feedback and moving scenes as needed. - [ ] Ship valid local WAV or DMX effects and MUS scores where applicable. Keep volumes and repetition comfortable and avoid playing hit sounds on misses. - [ ] Track final assets, required source masters, prompts, provenance and reproducible preparation/synthesis recipes with the package. Never commit decoded style-reference images or local review captures into a mod. The approved original/HD runtime catalog is tracked separately in `data/`. ## 5. Price and balance equipment - [ ] Compare original and shipped gear in [weapon balance](weapon-balance.md). Account for aiming difficulty, effective range, air/ground coverage, splash or chain caps, recharge, consumption and damage per second. - [ ] Measure damage through `World::step` with the real scripts over a fixed duration. Use surviving stationary fixtures to avoid overkill skewing results. - [ ] Include aligned, off-axis, ground and cluster cases where relevant. Add a close-range scene for proximity gear, and test a combined loadout for always-equipped weapons. Keep pilot health and fixture movement controlled. - [ ] Choose a progression tier and justify the final price. Check purchase, capacity, duplicate rejection and resale; purchases must not create money. - [ ] Distinguish controlled measurements from campaign balance. Document relevant tradeoffs and unresolved playtesting questions without claiming that every loadout or mission is equally difficult. ## 6. Verify and document - [ ] Add meaningful portable tests with synthetic images/audio when practical. Test actual damage, target exclusions, range boundaries, cooldown, finite target caps, inventory preservation and coexistence with shipped packages. - [ ] Check deterministic continuation of script state/RNG. Exercise kills and empty-target situations, not only the happy path with surviving targets. - [ ] Run the package validation CLI against the original local catalog: `cargo run --no-default-features -- --mods mods --validate-mods `. Also validate relevant combined packages. Do not alter the user's active mods. - [ ] Run focused tests, then required regression checks. Regenerate schemas if an API type changed, and build the desktop engine if rendering or controls changed. - [ ] Add a package README with enabling instructions, price, controls, target behavior, limits, validation commands and a link to artwork provenance. - [ ] Update repository documentation and balance observations where relevant. Inspect the final diff and preserve unrelated work. - [ ] Report what was delivered, how to enable/use it, final prices and validation results. State any material limitation or unperformed check accurately. ## Local commands From `RustRaptor/`, replace IDs and test names for the package being authored: ```sh cargo test --locked --no-default-features --test weapons_mods cargo run --locked --no-default-features -- --mods mods \ --validate-mods lightning_cannon,lightning_shield RAPTOR_BALANCE_REPORT="$PWD/.reference/weapon-balance.json" \ cargo test --locked --no-default-features --test weapon_balance \ -- --ignored --nocapture cargo fmt --all -- --check ``` Use the appropriate test for enemies, missions or music. An unavailable original catalog is a reason to report the local validation limit, not to bypass portable tests or deliver broken package references.