chore(todo): add acceptance criteria and test hints to open issues

Flesh out the 14 still-open issues (GAL-34/35/36/37, 40/41, 43, 46/47/48/49,
52/53/55) with explicit acceptance criteria and concrete integration test
hints that reference existing types and headless tooling, so future work
on these tickets has a clear definition of done.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Harald Hoyer 2026-05-07 09:53:09 +02:00
parent 53938f22b5
commit 365e3a7cc4
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@ -9,3 +9,15 @@ labels: [gameplay, advanced-mechanics]
# GAL-36: Implement the logic to free the captured ship upon shooting the Boss
Implement the logic to free the captured ship upon shooting the Boss.
## Acceptance criteria
- [ ] When a Boss in `ReturningWithCaptive` dies, the held player has its `Captured` component removed.
- [ ] Freed ship is positioned next to the active player and tagged for dual-fighter mode (handoff to GAL-37).
- [ ] If the boss is destroyed while still off-screen / in transit, the freed ship is still recovered cleanly (no orphaned `Captured` component, no stuck `TractorBeam`).
- [ ] Existing `handle_captured_player` boss-despawn path still runs (cf. `player.rs:handle_captured_player` — release-and-penalize fallback).
## Integration test hints
- Set up boss + captured player (both entities, with `Captured { boss_entity, … }`); fire bullet; tick to collision; assert player still alive, no `Captured` component, `PlayerLives` unchanged.
- Edge case: destroy the boss off-screen — confirm fallback path still works without entering the rescue/dual-fighter branch.