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Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
321 lines
14 KiB
Markdown
321 lines
14 KiB
Markdown
---
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name: content-audit
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description: "Audit GDD content counts against what's implemented — planned vs built."
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argument-hint: "[system-name | --summary | (no arg = full audit)]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/content-audit/../../hooks/yaml-helper.sh" resolve_config *)
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model: sonnet
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---
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!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys workflow,automation`
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**Automation mode**: Resolve `modes.automation` (`project.local.yaml` →
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`project.yaml` → default `collaborative`). Every `AskUserQuestion` call and
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every file write follows `.claude/docs/automation-modes.md`
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(collaborative asks always · guided major-only · autonomous logs and proceeds;
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`automation_always_ask` categories always prompt).
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Resolved above — use as-is. No block → defaults in `.claude/docs/config-resolution.md`.
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> This skill declares tier-dependent behaviour ("audit only specs in the required
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> sections"), which is unreachable unless the tier is actually resolved — without
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> it the skill applies whatever tier it assumed. Resolve `modes.workflow` before
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> auditing, and
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> when a required input such as `design/gdd/systems-index.md` is absent, report
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> **`NOT ASSESSED — NO DATA`** rather than computing a gap percentage (which
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> divides by zero when nothing is specified).
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When this skill is invoked:
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Parse the argument:
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- No argument → full audit across all systems
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- `[system-name]` → audit that single system only
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- `--summary` → summary table only, no file write
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---
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**`workflow`** (see `.claude/docs/workflow-modes.md`):
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- `full` — full content-count audit against all GDD specs.
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- `standard` — audit only specs in the required sections; list any count found
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outside them as not audited at this tier.
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- `minimal` — cannot run (no systems index exists).
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## Insufficient input — check this before producing any report
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**If the inputs this skill needs do not exist, the answer is "could not run" —
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not a filled-in report.** Check first, and stop if the check fails.
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1. List the inputs this skill reads (data files, prior reports, profiler output,
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test results, registries, source code).
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2. For each, record `FOUND` or `ABSENT` — not "assumed present".
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3. If any input required for a section is ABSENT, that section is
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**`NOT ASSESSED — NO DATA`**. Do not estimate it, do not infer it from an
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adjacent artifact, and do not leave a mandated cell to be filled by whoever
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reads the template next.
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4. If **every** required input is ABSENT, stop and report
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**`NOT ASSESSED — NO DATA`** as the whole verdict, naming what was missing and
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which skill produces it (`/map-systems` for `design/gdd/systems-index.md`, `/design-system` for the GDDs).
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**A verdict of `NOT ASSESSED` is a success.** It is the correct, useful answer to
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"what does the data say?" when there is no data. The failure mode this prevents is
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specific and has been observed in practice: report templates whose verdict
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enum had no "could not run" state produced **false clean passes** — an asset audit
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returning COMPLIANT on a project with no assets and no standards, and a
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performance profile reporting ">99% headroom against a 16.67ms budget" with zero
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profiler data and no budget ever set.
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**Absence of evidence is never evidence of absence.** A scan that finds no
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matches because there are no files to scan has not verified anything. Say which of
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the two happened — a reader cannot tell from a green result.
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---
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## Phase 1 — Context Gathering
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1. **Read `design/gdd/systems-index.md`** for the full list of systems, their
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categories, and MVP/priority tier.
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2. **Registry-first count**: If `design/registry/entities.yaml` exists, read it
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first. Its `entities` and `items` sections are the cross-GDD named content
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the audit is counting, already distilled with a `source:` GDD per entry:
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```
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Grep pattern="^ - name:" path="design/registry/entities.yaml" output_mode="content" -A 2
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```
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`- name:` appears in all four registry sections; keep only the names whose
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`-A 2` context shows they sit under `entities:` or `items:` (the named
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content this audit counts — not `formulas:`/`constants:`). Use those as the
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**planned** named-content set without full-reading the GDDs that own them.
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**If `design/registry/entities.yaml` does not exist or has no entries** (it
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ships as an empty stub until `/design-system` populates it), skip this step
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and rely on the GDD scan below — behaviour is unchanged, only more expensive.
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3. **L0 pre-scan**: Before full-reading any GDDs, run **two** greps — they
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answer different questions and must not share a pattern:
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a. Which GDDs carry a Summary (the denominator / fail-open check):
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```
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Grep pattern="^## Summary" glob="design/gdd/*.md" output_mode="files_with_matches"
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```
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b. Which GDDs actually declare content counts (the narrowing step):
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```
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Grep pattern="[0-9]+[[:space:]]+(enemies|enemy types|levels|areas|maps|stages|items|weapons|equipment|abilities|skills|spells|cutscenes|conversations|dialogue scenes|bosses|quests)|(enemy|item|weapon|ability|level) types:" glob="design/gdd/*.md" output_mode="files_with_matches"
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```
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> **Keep the two scans separate.** `## Summary` matches every compliant GDD,
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> so a union with it narrows nothing, and a literal placeholder such as
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> `N enemies` matches no real GDD. Pattern (b) matches digits followed by the
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> content nouns step 5 actually extracts.
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**Fail open on a missing Summary.** Establish the denominator: glob
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`design/gdd/*.md` and count **N**. **Scan (a)** matching fewer than N means
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those GDDs predate `## Summary` — never treat an absent Summary as a system
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out of scope; a zero-match (a) means "no GDD carries a Summary yet", not "no
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auditable content". Full-read the unmatched in-scope GDDs.
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For a single-system audit: skip this step and go straight to full-read.
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For a full audit: full-read the GDDs that **scan (b)** matched
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**and are not already fully covered by the registry entries from step 2**,
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plus every GDD scan (a) missed — **the fail-open rule wins over this
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narrowing**: a GDD with no `## Summary` is full-read even when scan (b) did
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not match it. Only a GDD that has a Summary and no content-count language (a
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pure mechanics GDD) is noted as "No auditable content counts" without a full
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read.
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4. **Full-read in-scope GDD files** (or the single system GDD if a system
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name was given).
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5. **For each GDD, extract explicit content counts or lists**, noting the `##` section each sits under — at `standard`, a count outside the required sections (`.claude/docs/workflow-modes.md`) goes on the "Not audited at this tier" list, never into the inventory. Look for patterns
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like:
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- "N enemies" / "enemy types:" / list of named enemies
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- "N levels" / "N areas" / "N maps" / "N stages"
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- "N items" / "N weapons" / "N equipment pieces"
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- "N abilities" / "N skills" / "N spells"
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- "N dialogue scenes" / "N conversations" / "N cutscenes"
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- "N quests" / "N missions" / "N objectives"
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- Any explicit enumerated list (bullet list of named content pieces)
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6. **Build a content inventory table** from the extracted data:
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| System | Content Type | Specified Count/List | Source GDD |
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|--------|-------------|---------------------|------------|
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Note: If a GDD describes content qualitatively but gives no count, record
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"Unspecified" and flag it — unspecified counts are a design gap worth noting.
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---
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## Phase 2 — Implementation Scan
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For each content type found in Phase 1, scan the relevant directories to count
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what has been implemented. Use Glob and Grep to locate files.
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**On Unreal, content lives in `Content/`** — maps and data assets both — and the
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code root (`Source/<Module>/`) holds only C++. So on Unreal, every `assets/…` glob
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below also runs under `Content/` (`*.uasset` in place of the data extensions),
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and levels are `Content/**/*.umap`. Skipping this finds zero levels on every
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Unreal project and reports them NOT STARTED.
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**On Unity, content lives under `Assets/`** (compare the case exactly —
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`.claude/docs/code-root-resolution.md`), and rarely in a `data/` folder. So on
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Unity every `assets/…` glob below also runs under `Assets/`, without requiring
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a `data/` segment — for items, `Assets/**/items/**`, `Assets/**/Items/**` and
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`Assets/**/*Item*.asset` — and data files include `.asset` (ScriptableObjects)
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and `.prefab`. Skipping this finds zero items, abilities, quests and dialogue
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on a Unity project and reports them NOT STARTED.
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**Levels / Areas / Maps:**
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- Glob `assets/**/*.tscn`, `assets/**/*.unity`, `assets/**/*.umap`
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- Glob the **code root** for scene files: `*.tscn` (Godot), `*.unity` (Unity); on Unreal, `Content/**/*.umap` instead (above). Resolve the root per `.claude/docs/code-root-resolution.md`. **If the code root is unresolved, report `NOT ASSESSED — code root unresolved` rather than zero hits.**
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- Look for scene files in subdirectories named `levels/`, `areas/`, `maps/`,
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`worlds/`, `stages/`
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- Count unique files that appear to be level/scene definitions (not UI scenes)
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**Enemies / Characters / NPCs:**
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- Glob `assets/data/**/enemies/**`, `assets/data/**/characters/**`
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- Glob `<code root>/**/enemies/**`, `<code root>/**/characters/**`
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- Look for `.json`, `.tres`, `.asset`, `.yaml` data files defining entity stats
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- Look for scene/prefab files in character subdirectories
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**Items / Equipment / Loot:**
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- Glob `assets/data/**/items/**`, `assets/data/**/equipment/**`,
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`assets/data/**/loot/**`
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- Look for `.json`, `.tres`, `.asset` data files
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**Abilities / Skills / Spells:**
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- Glob `assets/data/**/abilities/**`, `assets/data/**/skills/**`,
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`assets/data/**/spells/**`
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- Look for `.json`, `.tres`, `.asset` data files
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**Dialogue / Conversations / Cutscenes:**
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- Glob `assets/**/*.dialogue`, `assets/**/*.csv`, `assets/**/*.ink`
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- Grep for dialogue data files in `assets/data/`
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**Quests / Missions:**
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- Glob `assets/data/**/quests/**`, `assets/data/**/missions/**`
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- Look for `.json`, `.yaml` definition files
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**Engine-specific notes (acknowledge in the report):**
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- Counts are approximations — the skill cannot perfectly parse every engine
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format or distinguish editor-only files from shipped content
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- Scene files may include both gameplay content and system/UI scenes; the scan
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counts all matches and notes this caveat
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---
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## Phase 3 — Gap Report
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Produce the gap table:
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```
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| System | Content Type | Specified | Found | Gap | Status |
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|--------|-------------|-----------|-------|-----|--------|
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```
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**Status categories:**
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- `COMPLETE` — Found ≥ Specified (100%+)
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- `IN PROGRESS` — Found is 50–99% of Specified
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- `EARLY` — Found is 1–49% of Specified
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- `NOT STARTED` — Found is 0
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**Priority flags:**
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Flag a system as `HIGH PRIORITY` in the report if:
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- Status is `NOT STARTED` or `EARLY`, AND
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- The system is tagged MVP or Vertical Slice in the systems index, OR
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- The systems index shows the system is blocking downstream systems
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**Summary line:**
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- Total content items specified (sum of all Specified column values)
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- Total content items found (sum of all Found column values)
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- Overall gap percentage: `(Specified - Found) / Specified * 100`
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A row whose Found is `NOT ASSESSED` (code root unresolved) has no Gap or
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Status, is never `NOT STARTED`, and stays out of both totals; the summary names it.
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---
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## Phase 4 — Output
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### Full audit and single-system modes
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Present the gap table and summary to the user. Ask: "May I write the full report to `docs/content-audit-[YYYY-MM-DD].md`?"
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If yes, write the file:
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```markdown
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# Content Audit — [Date]
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## Summary
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- **Total specified**: [N] content items across [M] systems
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- **Total found**: [N]
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- **Gap**: [N] items ([X%] unimplemented)
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- **Scope**: [Full audit | System: name] — [all GDD sections | required sections only (workflow: standard)]
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- **Not audited at this tier**: [counts found only outside the required sections — or "none"; omit at `full`]
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> Note: Counts are approximations based on file scanning.
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> The audit cannot distinguish shipped content from editor/test assets.
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> Manual verification is recommended for any HIGH PRIORITY gaps.
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## Gap Table
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| System | Content Type | Specified | Found | Gap | Status |
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|--------|-------------|-----------|-------|-----|--------|
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## HIGH PRIORITY Gaps
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[List systems flagged HIGH PRIORITY with rationale]
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## Per-System Breakdown
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### [System Name]
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- **GDD**: `design/gdd/[file].md`
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- **Content types audited**: [list]
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- **Notes**: [any caveats about scan accuracy for this system]
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## Recommendation
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Focus implementation effort on:
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1. [Highest-gap HIGH PRIORITY system]
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2. [Second system]
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3. [Third system]
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## Unspecified Content Counts
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The following GDDs describe content without giving explicit counts.
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Consider adding counts to improve auditability:
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[List of GDDs and content types with "Unspecified"]
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```
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After writing the report, ask:
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> "Would you like to create backlog stories for any of the content gaps?"
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If yes: for each system the user selects, suggest a story title and point them
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to `/create-stories [epic-slug]` or `/quick-design` depending on the size of the gap.
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### --summary mode
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Print the Gap Table and Summary directly to conversation. Do not write a file.
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End with: "Run `/content-audit` without `--summary` to write the full report."
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---
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## Phase 5 — Next Steps
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After the audit, recommend the highest-value follow-up actions:
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- If any system is `NOT STARTED` and MVP-tagged → "Run `/design-system [name]` to
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add missing content counts to the GDD before implementation begins."
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- If total gap is >50% → "Run `/sprint-plan` to allocate content work across upcoming sprints."
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- If any system is flagged HIGH PRIORITY → "Run `/create-stories [epic-slug]` for each HIGH PRIORITY gap."
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- If `--summary` was used → "Run `/content-audit` (no flag) to write the full report to `docs/`."
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Close with the verdict that matches the run:
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- Verdict: **COMPLETE** — content audit finished.
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- Verdict: **NOT ASSESSED — NO DATA** — a required input was absent (see the note at
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the top), nothing in scope gives a count (no registry entry, and every GDD is
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"Unspecified" or "No auditable content counts"), or a Found count could not be taken
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(`NOT ASSESSED — code root unresolved`); name which, and for missing counts
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name `/design-system`. Never print COMPLETE for a run that could not compute a gap.
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