mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-10-16 09:48:34 +00:00
`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
95 lines
3.7 KiB
Bash
95 lines
3.7 KiB
Bash
#!/usr/bin/env bash
|
|
# gdd-structure-check.sh — deterministic section-presence check for system GDDs.
|
|
#
|
|
# Replaces a full-document model read per GDD with ~2 lines of output that cannot
|
|
# hallucinate a missing section. This is the cheapest real win available: the
|
|
# model spends its budget judging content, not counting headings.
|
|
#
|
|
# REPORTS PRESENCE ONLY — IT DOES NOT JUDGE COMPLETENESS.
|
|
# Which sections are REQUIRED depends on the workflow tier and on what the system
|
|
# defines (/design-review Phase 2b: Player Fantasy and Tuning Knobs are advisory
|
|
# at `standard`; Formulas is required at `standard` whenever the system defines
|
|
# numeric rules -- rates, curves, thresholds, costs. The system's category is a
|
|
# hint, not the test). A `standard`-tier GDD missing Player Fantasy is
|
|
# COMPLETE, so an "N/8" score would actively misreport it. The caller applies the
|
|
# tier; this script only says what is on disk.
|
|
#
|
|
# Usage:
|
|
# bash .claude/scripts/gdd-structure-check.sh # all system GDDs
|
|
# bash .claude/scripts/gdd-structure-check.sh design/gdd/foo.md # one GDD
|
|
#
|
|
# Output (per GDD; the ABSENT line is omitted when nothing is absent):
|
|
# combat.md PRESENT: Overview,Player Fantasy,Detailed Rules,...
|
|
# loot.md PRESENT: Overview,Detailed Rules,Edge Cases
|
|
# loot.md ABSENT: Player Fantasy,Formulas,Tuning Knobs
|
|
|
|
set -u
|
|
|
|
cd "$(dirname "$0")/../.." || { echo "gdd-structure-check: cannot reach repo root" >&2; exit 1; }
|
|
|
|
# Each MATCH entry is an ERE alternation of every accepted heading for one
|
|
# required section; LABEL is the canonical name reported to the caller.
|
|
#
|
|
# "Detailed Rules" is authored as "## Detailed Design" by the GDD template and by
|
|
# /design-system. They denote the SAME required section. Accepting only one name
|
|
# reports 7/8 MISSING on every conforming GDD — the exact failure this guard
|
|
# exists to prevent, and it is regression-tested.
|
|
MATCH=("Overview" \
|
|
"Player Fantasy" \
|
|
"Detailed (Rules|Design)" \
|
|
"Formulas" \
|
|
"Edge Cases" \
|
|
"Dependencies" \
|
|
"Tuning Knobs" \
|
|
"Acceptance Criteria")
|
|
LABEL=("Overview" "Player Fantasy" "Detailed Rules" "Formulas" "Edge Cases" \
|
|
"Dependencies" "Tuning Knobs" "Acceptance Criteria")
|
|
|
|
# Governance and registry docs that live in design/gdd/ but are not system GDDs.
|
|
not_a_system_gdd() {
|
|
case "$(basename "$1")" in
|
|
game-concept.md|systems-index.md|game-pillars.md|gdd-cross-review-*.md) return 0 ;;
|
|
gameplay-tags.md|fixture-swap-ledger.md|entity-registry.md) return 0 ;;
|
|
*) return 1 ;;
|
|
esac
|
|
}
|
|
|
|
check_file() {
|
|
local f="$1" present="" absent="" i s
|
|
for i in "${!MATCH[@]}"; do
|
|
s="${MATCH[$i]}"
|
|
# [[:space:]] not [ \t] — inside double quotes the shell leaves \t literal
|
|
# and ERE reads the class as {space, backslash, t}, so real tabs fail to
|
|
# match while "##tOverview" false-positives.
|
|
if grep -qiE "^##+[[:space:]]+([0-9]+[.)]?[[:space:]]*)?${s}" "$f"; then
|
|
present="$present,${LABEL[$i]}"
|
|
else
|
|
absent="$absent,${LABEL[$i]}"
|
|
fi
|
|
done
|
|
local b; b="$(basename "$f")"
|
|
echo "$b PRESENT: ${present#,}"
|
|
[ -n "$absent" ] && echo "$b ABSENT: ${absent#,}"
|
|
return 0
|
|
}
|
|
|
|
if [ $# -gt 0 ] && [ -n "${1:-}" ]; then
|
|
[ -f "$1" ] || { echo "Not found: $1" >&2; exit 1; }
|
|
check_file "$1"
|
|
exit 0
|
|
fi
|
|
|
|
any=0
|
|
# -maxdepth 1 keeps design/gdd/reviews/ out of scope — /design-review writes its
|
|
# own output there, and sweeping it in makes the tool review its own reports.
|
|
while IFS= read -r f; do
|
|
[ -n "$f" ] || continue
|
|
not_a_system_gdd "$f" && continue
|
|
any=1
|
|
check_file "$f"
|
|
done <<EOF
|
|
$(find design/gdd -maxdepth 1 -name '*.md' -type f 2>/dev/null | sort)
|
|
EOF
|
|
|
|
[ "$any" -eq 1 ] || echo "No system GDDs found in design/gdd/."
|