Add notification hook, directory CLAUDE.md scaffolding

- Wire Notification event in settings.json to new notify.sh hook
- notify.sh: Windows toast notifications via PowerShell balloon tip
- docs/CLAUDE.md: authoring standards for ADRs, TR registry, control manifest, engine reference
- design/CLAUDE.md: GDD directory guidance placeholder
- src/: scaffold with .gitkeep and CLAUDE.md authoring guide

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Donchitos
2026-03-16 20:17:53 +11:00
parent f36494e70c
commit 763ad1f0d1
6 changed files with 154 additions and 0 deletions

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#!/usr/bin/env bash
# Notification hook — fires when Claude Code sends a notification
# Shows a Windows toast via PowerShell
# Read notification JSON from stdin
INPUT=$(cat)
# Extract message — try jq first, fall back to grep
if command -v jq &>/dev/null; then
MESSAGE=$(echo "$INPUT" | jq -r '.message // empty' 2>/dev/null)
fi
if [ -z "$MESSAGE" ]; then
MESSAGE=$(echo "$INPUT" | grep -oE '"message":"[^"]*"' | sed 's/"message":"//;s/"//')
fi
if [ -z "$MESSAGE" ]; then
MESSAGE="Claude Code needs your attention"
fi
# Sanitize message for PowerShell string embedding (escape single quotes)
MESSAGE_SAFE=$(echo "$MESSAGE" | sed "s/'/''/g" | head -c 200)
# Show Windows balloon tip notification (works on all Windows 10/11 without extra modules)
powershell.exe -NonInteractive -WindowStyle Hidden -Command "
Add-Type -AssemblyName System.Windows.Forms
\$notify = New-Object System.Windows.Forms.NotifyIcon
\$notify.Icon = [System.Drawing.SystemIcons]::Information
\$notify.BalloonTipTitle = 'Claude Code'
\$notify.BalloonTipText = '$MESSAGE_SAFE'
\$notify.Visible = \$true
\$notify.ShowBalloonTip(5000)
Start-Sleep -Seconds 6
\$notify.Dispose()
" 2>/dev/null &
echo "Notification: $MESSAGE_SAFE"

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] ]
} }
], ],
"Notification": [
{
"matcher": "",
"hooks": [
{
"type": "command",
"command": "bash .claude/hooks/notify.sh",
"timeout": 10
}
]
}
],
"PreCompact": [ "PreCompact": [
{ {
"matcher": "", "matcher": "",

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# Design Directory
When authoring or editing files in this directory, follow these standards.
## GDD Files (`design/gdd/`)
Every GDD must include all **8 required sections** in this order:
1. Overview — one-paragraph summary
2. Player Fantasy — intended feeling and experience
3. Detailed Rules — unambiguous mechanics
4. Formulas — all math defined with variables
5. Edge Cases — unusual situations handled
6. Dependencies — other systems listed
7. Tuning Knobs — configurable values identified
8. Acceptance Criteria — testable success conditions
**File naming:** `[system-slug].md` (e.g. `movement-system.md`, `combat-system.md`)
**Systems index:** `design/gdd/systems-index.md` — update when adding a new GDD.
**Design order:** Foundation → Core → Feature → Presentation → Polish
**Validation:** Run `/design-review [path]` after authoring any GDD.
Run `/review-all-gdds` after completing a set of related GDDs.
## Quick Specs (`design/quick-specs/`)
Lightweight specs for tuning changes, minor mechanics, or balance adjustments.
Use `/quick-design` to author. Template: `.claude/docs/templates/quick-spec.md`
## UX Specs (`design/ux/`)
- Per-screen specs: `design/ux/[screen-name].md`
- HUD design: `design/ux/hud.md`
- Interaction pattern library: `design/ux/interaction-patterns.md`
- Accessibility requirements: `design/ux/accessibility-requirements.md`
Use `/ux-design` to author. Validate with `/ux-review` before passing to `/team-ui`.

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# Docs Directory
When authoring or editing files in this directory, follow these standards.
## Architecture Decision Records (`docs/architecture/`)
Use the ADR template: `.claude/docs/templates/adr.md`
**Required sections:** Title, Status, Context, Decision, Consequences,
ADR Dependencies, Engine Compatibility, GDD Requirements Addressed
**Status lifecycle:** `Proposed``Accepted``Superseded`
- Never skip `Accepted` — stories referencing a `Proposed` ADR are auto-blocked
- Use `/architecture-decision` to create ADRs through the guided flow
**TR Registry:** `docs/architecture/tr-registry.yaml`
- Stable requirement IDs (e.g. `TR-MOV-001`) that link GDD requirements to stories
- Never renumber existing IDs — only append new ones
- Updated by `/architecture-review` Phase 8
**Control Manifest:** `docs/architecture/control-manifest.md`
- Flat programmer rules sheet: Required / Forbidden / Guardrails per layer
- Date-stamped `Manifest Version:` in header
- Stories embed this version; `/story-done` checks for staleness
**Validation:** Run `/architecture-review` after completing a set of ADRs.
## Engine Reference (`docs/engine-reference/`)
Version-pinned engine API snapshots. **Always check here before using any
engine API** — the LLM's training data predates the pinned engine version.
Current engine: see `docs/engine-reference/godot/VERSION.md`

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# Source Directory
When writing or editing game code in this directory, follow these standards.
## Engine Version Warning
The LLM's training data predates the pinned engine version.
**Always check `docs/engine-reference/` before using any engine API.**
Do not guess at post-cutoff API signatures — look them up first.
## Coding Standards
- All public APIs require doc comments
- Gameplay values must be **data-driven** (external config files), never hardcoded
- Prefer dependency injection over singletons for testability
- Every new system needs a corresponding ADR in `docs/architecture/`
- Commits must reference the relevant story ID or design document
## File Routing
Match the engine-specialist agent to the file type being written.
See `CLAUDE.md` → Technical Preferences → Engine Specialists → File Extension Routing.
When in doubt, use the primary engine specialist configured in `CLAUDE.md`.
## Tests
Tests live in `tests/` — not in `src/`.
Run `/test-setup` to scaffold the test framework if it doesn't exist yet.
Every gameplay system should have unit tests covering its formulas and edge cases.
## Verification-Driven Development
Write tests first when adding gameplay systems.
For UI changes, verify with screenshots.
Compare expected output to actual output before marking work complete.