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New skill: /consistency-check — cross-GDD entity registry scanner New registries: design/registry/entities.yaml, docs/registry/architecture.yaml Skill fixes: no-arg guards, verdict keywords, AskUserQuestion gates on all team-* skills Agent fixes: genre-agnostic language in game-designer, systems-designer, economy-designer, live-ops-designer Docs: skill/template counts corrected, stale references cleaned up Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
144 lines
5.0 KiB
Markdown
144 lines
5.0 KiB
Markdown
---
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name: code-review
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description: "Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns."
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argument-hint: "[path-to-file-or-directory]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash, Task
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context: fork
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agent: lead-programmer
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---
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## Phase 1: Load Target Files
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Read the target file(s) in full. Read CLAUDE.md for project coding standards.
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---
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## Phase 2: Identify Engine Specialists
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Read `.claude/docs/technical-preferences.md`, section `## Engine Specialists`. Note:
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- The **Primary** specialist (used for architecture and broad engine concerns)
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- The **Language/Code Specialist** (used when reviewing the project's primary language files)
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- The **Shader Specialist** (used when reviewing shader files)
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- The **UI Specialist** (used when reviewing UI code)
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If the section reads `[TO BE CONFIGURED]`, no engine is pinned — skip engine specialist steps.
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---
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## Phase 3: ADR Compliance Check
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Search for ADR references in the story file, commit messages, and header comments. Look for patterns like `ADR-NNN` or `docs/architecture/ADR-`.
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If no ADR references found, note: "No ADR references found — skipping ADR compliance check."
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For each referenced ADR: read the file, extract the **Decision** and **Consequences** sections, then classify any deviation:
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- **ARCHITECTURAL VIOLATION** (BLOCKING): Uses a pattern explicitly rejected in the ADR
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- **ADR DRIFT** (WARNING): Meaningfully diverges from the chosen approach without using a forbidden pattern
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- **MINOR DEVIATION** (INFO): Small difference from ADR guidance that doesn't affect overall architecture
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---
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## Phase 4: Standards Compliance
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Identify the system category (engine, gameplay, AI, networking, UI, tools) and evaluate:
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- [ ] Public methods and classes have doc comments
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- [ ] Cyclomatic complexity under 10 per method
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- [ ] No method exceeds 40 lines (excluding data declarations)
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- [ ] Dependencies are injected (no static singletons for game state)
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- [ ] Configuration values loaded from data files
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- [ ] Systems expose interfaces (not concrete class dependencies)
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---
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## Phase 5: Architecture and SOLID
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**Architecture:**
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- [ ] Correct dependency direction (engine <- gameplay, not reverse)
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- [ ] No circular dependencies between modules
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- [ ] Proper layer separation (UI does not own game state)
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- [ ] Events/signals used for cross-system communication
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- [ ] Consistent with established patterns in the codebase
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**SOLID:**
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- [ ] Single Responsibility: Each class has one reason to change
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- [ ] Open/Closed: Extendable without modification
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- [ ] Liskov Substitution: Subtypes substitutable for base types
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- [ ] Interface Segregation: No fat interfaces
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- [ ] Dependency Inversion: Depends on abstractions, not concretions
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---
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## Phase 6: Game-Specific Concerns
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- [ ] Frame-rate independence (delta time usage)
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- [ ] No allocations in hot paths (update loops)
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- [ ] Proper null/empty state handling
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- [ ] Thread safety where required
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- [ ] Resource cleanup (no leaks)
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---
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## Phase 7: Engine Specialist Review
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If an engine is configured, spawn engine specialists via Task in parallel with the review above. Determine which specialist applies to each file:
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- Primary language files (`.gd`, `.cs`, `.cpp`) → Language/Code Specialist
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- Shader files (`.gdshader`, `.hlsl`, shader graph) → Shader Specialist
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- UI screen/widget code → UI Specialist
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- Cross-cutting or unclear → Primary Specialist
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Also spawn the **Primary Specialist** for any file touching engine architecture (scene structure, node hierarchy, lifecycle hooks).
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Collect findings and include them under `### Engine Specialist Findings`.
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---
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## Phase 8: Output Review
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```
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## Code Review: [File/System Name]
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### Engine Specialist Findings: [N/A — no engine configured / CLEAN / ISSUES FOUND]
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[Findings from engine specialist(s), or "No engine configured." if skipped]
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### ADR Compliance: [NO ADRS FOUND / COMPLIANT / DRIFT / VIOLATION]
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[List each ADR checked, result, and any deviations with severity]
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### Standards Compliance: [X/6 passing]
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[List failures with line references]
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### Architecture: [CLEAN / MINOR ISSUES / VIOLATIONS FOUND]
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[List specific architectural concerns]
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### SOLID: [COMPLIANT / ISSUES FOUND]
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[List specific violations]
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### Game-Specific Concerns
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[List game development specific issues]
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### Positive Observations
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[What is done well -- always include this section]
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### Required Changes
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[Must-fix items before approval — ARCHITECTURAL VIOLATIONs always appear here]
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### Suggestions
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[Nice-to-have improvements]
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### Verdict: [APPROVED / APPROVED WITH SUGGESTIONS / CHANGES REQUIRED]
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```
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This skill is read-only — no files are written.
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---
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## Phase 9: Next Steps
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- If verdict is APPROVED: run `/story-done [story-path]` to close the story.
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- If verdict is CHANGES REQUIRED: fix the issues and re-run `/code-review`.
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- If an ARCHITECTURAL VIOLATION is found: run `/architecture-decision` to record the correct approach.
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