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Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
281 lines
14 KiB
Markdown
281 lines
14 KiB
Markdown
---
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name: code-review
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description: "Architectural code review — coding standards, SOLID, testability, 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(git log *), Agent, AskUserQuestion, Bash(bash "*/.claude/skills/code-review/../../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 automation`
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# Code Review
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Every `AskUserQuestion` call 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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## 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.
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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: a report whose verdict enum has no "could not run" state produces
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**false clean passes** — an asset audit returning COMPLIANT on a project with no
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assets and no standards, or a performance profile reporting ">99% headroom against
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a 16.67ms budget" with zero 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: 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 the `specialists` block from `project.yaml`; if it is absent, fall back to the `## Engine Specialists` section of `.claude/docs/technical-preferences.md`. Note:
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- The **Primary** specialist — `<engine>-specialist` derived from `engine.name` (Godot→`godot-specialist`, Unity→`unity-specialist`, Unreal→`unreal-specialist`); used for architecture and broad engine concerns
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- The **Language/Code Specialist** — `specialists.code` — used when reviewing the project's primary language files
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- The **Shader Specialist** — `specialists.shader` — used when reviewing shader files
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- The **UI Specialist** — `specialists.ui` — used when reviewing UI code
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**A value of `null` means UNSET — treat that key as absent and skip its
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specialist. Never spawn it as an agent name.** The v1.0 migration writes `null`
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for any specialist the legacy file did not name, and it writes the whole block
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whenever *one* member is set — so a project that configured only its code
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specialist carries `shader: null` and `ui: null`. The config reader returns the
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four-character string `"null"` for these, which is not empty and therefore reads
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as configured. `null`, empty, and missing are the same state here.
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If no engine is configured (no `engine.name` in `project.yaml`, and `technical-preferences.md` reads `[TO BE CONFIGURED]` or is missing), skip engine specialist steps. **Record ``Engine validation: NOT ASSESSED — no engine configured (`engine.name` unset in `project.yaml`)`` in this run's output.** A skipped check that says nothing is indistinguishable from a check that passed; the reader cannot tell engine guidance was never sought.
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---
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## Phase 3: ADR Compliance Check
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**Argument:** `/code-review [file(s)]` may optionally include a story file path as the last argument (e.g., `/code-review Assets/Scripts/Combat/Attack.cs production/epics/combat/story-001.md`). If a story path is provided, read it to extract the governing ADR reference.
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Search for ADR references in, in priority order:
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1. The story file (if provided as argument)
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2. Header comments at the top of the implementation files
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3. Commit messages referencing these files (`git log --oneline -- [file]`)
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Look for patterns like `ADR-NNNN` or `docs/architecture/adr-` (either case).
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If no ADR references found, note: "No ADR references found — ADR compliance check skipped. For full ADR compliance review, provide the story path: `/code-review [files] [story-path]`."
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For each referenced ADR, load **only the sections this check needs — never an unbounded full read.** A substantial ADR exceeds the 25k-token `Read` cap, and a capped read's only recovery is paging the remainder — the most expensive way to read a file. Use the same pattern as `/dev-story` and `/create-stories`:
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1. **Map the headings** (cheap — line numbers only): `Grep pattern="^## " path="[adr-file]" output_mode="content" -n`
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2. **Bounded-read only `## Decision` and `## Consequences`**, using the line numbers to set `Read(offset, limit)` spans that end where the next heading begins. If the heading map is empty (a nonstandard ADR predating the template), fall back to one full `Read`; if that truncates at the cap, grep for the decision/consequence content directly rather than paging the remainder.
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A referenced ADR whose file is missing, or that cannot be read, makes ADR
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Compliance `NOT ASSESSED — [ADR] could not be read`: name it. No reference at
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all is `NO ADRS FOUND`, a different result.
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From those two sections, 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: Specialist Reviews (Parallel)
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Spawn all applicable specialists simultaneously via `Agent` — do not wait for one before starting the next.
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> **Verify every specialist finding before reporting it. Do not pass findings
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> through unchecked.** For each finding, record in the report:
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>
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> - **File and line** it refers to.
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> - **Evidence** — the quoted code, or the concrete input/state that triggers it.
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> - **Confidence** — `VERIFIED` (you checked it yourself) or `UNVERIFIED —
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> specialist claim` (you could not).
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>
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> A finding you could not verify is reported as unverified or dropped, never
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> promoted to a defect on the strength of confident phrasing.
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>
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> **Why this is mandatory.** Agents are reliable when deriving and unreliable when
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> diagnosing existing code. In practice, three separate agents
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> produced three different **wrong** claims about the same six-line function,
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> every one fluent enough to pass a skim — including a spawned specialist here
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> alleging a float-precision bug that enumerating the inputs disproves. Without
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> this step the parent review is a laundering channel: a guess enters as a
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> specialist finding and leaves as a reviewed defect.
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### Engine Specialists
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If an engine is configured, determine which specialist applies to each file and spawn in parallel:
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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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### QA Testability Review
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For Logic and Integration stories, also spawn `qa-tester` via `Agent` in parallel with the engine specialists. Pass:
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- The implementation files being reviewed
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- The story's `## QA Test Cases` section (the pre-written test specs from qa-lead)
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- The story's `## Acceptance Criteria`
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Ask the qa-tester to evaluate:
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- [ ] Are all test hooks and interfaces exposed (not hidden behind private/internal access)?
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- [ ] Do the QA test cases from the story's `## QA Test Cases` section map to testable code paths?
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- [ ] Are any acceptance criteria untestable as implemented (e.g., hardcoded values, no seam for injection)?
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- [ ] Does the implementation introduce any new edge cases not covered by the existing QA test cases?
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- [ ] Are there any observable side effects that should have a test but don't?
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For Visual/Feel and UI stories: qa-tester reviews whether the manual verification steps in `## QA Test Cases` are achievable with the implementation as written — e.g., "is the state the manual checker needs to reach actually reachable?"
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Collect all specialist findings before producing output.
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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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### Testability: [N/A — no story path given / N/A — Visual/Feel or Config story / TESTABLE / GAPS / BLOCKING]
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[qa-tester findings: test hooks, coverage gaps, untestable paths, new edge cases]
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[If BLOCKING: implementation must expose [X] before tests in ## QA Test Cases can run]
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### ADR Compliance: [NOT ASSESSED / 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; a missing doc comment names the method or class]
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### Architecture: [NOT ASSESSED / CLEAN / MINOR ISSUES / VIOLATIONS FOUND]
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[List specific architectural concerns]
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### SOLID: [NOT ASSESSED / 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: [NOT ASSESSED / APPROVED / APPROVED WITH SUGGESTIONS / CHANGES REQUIRED]
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```
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Choose the verdict, first match wins:
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- **CHANGES REQUIRED** — anything under Required Changes
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- **NOT ASSESSED** — nothing to review (the no-data path above), the engine
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specialist review did not run — no engine configured, or a specialist that
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could not be spawned — or any report section reads `NOT ASSESSED` (ADR
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Compliance with a referenced ADR that could not be read, Architecture, SOLID);
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name which. NOT ASSESSED ranks below CHANGES REQUIRED, because a known
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defect is more actionable than a skipped check, and above both approvals: a
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review that skipped the engine check has not approved the code. (`NO ADRS
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FOUND` is not NOT ASSESSED: with no ADR to check, it does not stop an
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approval.)
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- **APPROVED WITH SUGGESTIONS** — only Suggestions
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- **APPROVED** — no required changes and no suggestions
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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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Use `AskUserQuestion`:
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- Prompt: "Code review complete — verdict: [NOT ASSESSED / APPROVED / APPROVED WITH SUGGESTIONS / CHANGES REQUIRED]. How would you like to proceed?" (the Phase 8 verdict, word for word)
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- Options (adjust based on verdict):
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- If APPROVED:
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- `[A] Run /story-done to mark the story complete`
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- `[B] Stop here`
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- If APPROVED WITH SUGGESTIONS:
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- `[A] Apply the suggestions, then run /story-done`
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- `[B] Run /story-done now — suggestions noted for later`
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- `[C] Stop here`
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- If CHANGES REQUIRED:
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- `[A] Fix the issues and re-run /code-review`
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- `[B] Run /story-done anyway with noted exceptions`
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- `[C] Stop here`
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- If NOT ASSESSED:
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- `[A] Fix what stopped the review (point me at the code, run /setup-engine, or fix the unreadable ADR reference), then re-run /code-review`
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- `[B] Stop here`
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If an ARCHITECTURAL VIOLATION is found:
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- If the violation contradicts an **existing ADR**: fix the implementation to comply with `docs/architecture/[adr-file].md`. If the design has legitimately changed, run `/architecture-decision` to formally *revise* the existing ADR — do not create a competing one.
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- If **no ADR exists** for the pattern that was violated: run `/architecture-decision` to document the correct approach before fixing the code.
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