@danya-ai/cli 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +336 -0
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- package/dist/uuid-QUYJMIUV.js +9 -0
- package/dist/uuid-QUYJMIUV.js.map +7 -0
- package/dist/yoga.wasm +0 -0
- package/package.json +115 -0
- package/scripts/binary-utils.cjs +62 -0
- package/scripts/cli-acp-wrapper.cjs +82 -0
- package/scripts/cli-wrapper.cjs +105 -0
- package/scripts/postinstall.js +144 -0
- package/yoga.wasm +0 -0
package/LICENSE
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limitations under the License.
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package/README.md
ADDED
|
@@ -0,0 +1,336 @@
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1
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# Danya — 游戏开发 AI 编程助手
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2
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3
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<p align="center">
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<b>专为游戏开发打造的 AI 终端编程助手</b><br>
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理解游戏引擎 · 门禁链质量管控 · 全自动开发流水线 · 多模型支持
|
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</p>
|
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---
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## 安装
|
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```bash
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# 方式一:npm 安装(推荐)
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npm install -g @danya-ai/cli
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|
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# 方式二:从源码安装
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git clone https://github.com/zhudanya/danya.git
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cd danya
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bun install && bun run build
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npm install -g .
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```
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|
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```bash
|
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# 验证安装
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danya --version
|
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|
+
```
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+
|
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## 快速使用
|
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|
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|
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```bash
|
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|
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# 初始化游戏项目(自动检测引擎,生成配置和 Hook)
|
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cd <你的游戏项目>
|
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danya init
|
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# 启动交互模式
|
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danya
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|
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# 常用命令
|
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/review # 评分制代码审查(100 分制)
|
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|
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/auto-work "添加背包排序功能" # 全自动流水线
|
|
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|
+
/auto-bugfix "角色状态切换动画异常" # Bug 自动修复
|
|
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|
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/parallel-execute prepare "大功能" # 波次并行执行
|
|
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|
+
```
|
|
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|
+
|
|
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|
+
快捷键:
|
|
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|
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- `Ctrl+G` — 打开外部编辑器(优先 `$EDITOR`,回退 code/nano/vim),关闭后内容自动回填
|
|
47
|
+
- `Shift+Enter` — 输入框内换行但不发送,普通 `Enter` 提交
|
|
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|
+
- `Ctrl+M` — 快速切换模型
|
|
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|
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- `Shift+Tab` — 切换输入模式(普通 / Bash / 记忆)
|
|
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|
+
|
|
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|
+
---
|
|
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|
+
|
|
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|
+
## 功能特性
|
|
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|
+
|
|
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|
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- **AI 驱动的助手** — 使用先进的 AI 模型理解并响应你的请求
|
|
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|
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- **多模型协同** — 灵活切换和组合使用多个 AI 模型(20+ 提供商),发挥各自优势
|
|
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|
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- **代码编辑** — 直接编辑文件,提供智能建议和改进
|
|
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|
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- **代码库理解** — 分析项目结构和代码关系
|
|
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|
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- **命令执行** — 实时运行 shell 命令并查看结果
|
|
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|
+
- **工作流自动化** — 用简单的提示处理复杂的开发任务
|
|
61
|
+
- **交互式界面** — 美观的终端界面,支持语法高亮
|
|
62
|
+
- **工具系统** — 可扩展的架构,为不同任务提供专门的工具(22 通用 + 13 游戏专用)
|
|
63
|
+
- **上下文管理** — 智能的上下文处理,保持对话连续性
|
|
64
|
+
- **游戏引擎感知** — 自动识别 Unity / UE / Godot / Go 服务器,注入引擎领域知识
|
|
65
|
+
- **门禁链质量管控** — 6 道门禁强制执行代码质量标准
|
|
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|
+
- **评分制审查** — 100 分制量化审查,33 条引擎检查规则
|
|
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|
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- **知识自动沉淀** — 开发成果自动文档化,不丢失项目知识
|
|
68
|
+
|
|
69
|
+
---
|
|
70
|
+
|
|
71
|
+
## Danya 是什么
|
|
72
|
+
|
|
73
|
+
Danya 是一个运行在终端中的 AI 编程助手,**专门为游戏开发场景设计**。它不是一个通用的代码补全工具,而是一个理解游戏项目架构、强制执行质量标准、并能自动化整个开发工作流的 Agent。
|
|
74
|
+
|
|
75
|
+
你可以把它理解为:**Claude Code 的游戏开发定制版**,融合了传统 Agent 的成熟工具系统、Kode 的多模型能力、以及 Game Harness Engineering 的质量治理体系。
|
|
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|
+
|
|
77
|
+
```
|
|
78
|
+
┌──────────────────────────┐
|
|
79
|
+
│ Danya │
|
|
80
|
+
│ │
|
|
81
|
+
│ 传统 Agent 的工具系统 │
|
|
82
|
+
│ + Kode 的多模型能力 │
|
|
83
|
+
│ + Game Harness 的质量治理 │
|
|
84
|
+
│ + 游戏开发领域知识 │
|
|
85
|
+
└──────────────────────────┘
|
|
86
|
+
```
|
|
87
|
+
|
|
88
|
+
---
|
|
89
|
+
|
|
90
|
+
## 与 Claude Code / Codex / Kode 的区别
|
|
91
|
+
|
|
92
|
+
### 一句话总结
|
|
93
|
+
|
|
94
|
+
| 产品 | 定位 | 一句话描述 |
|
|
95
|
+
|------|------|----------|
|
|
96
|
+
| **Claude Code** | 通用编程助手 | Anthropic 官方 CLI,能力强但不懂游戏 |
|
|
97
|
+
| **Codex (OpenAI)** | 通用编程助手 | OpenAI 的终端 Agent,只支持 OpenAI 模型 |
|
|
98
|
+
| **Kode** | 通用编程助手 | Claude Code 开源替代,支持多模型 |
|
|
99
|
+
| **Danya** | **游戏开发编程助手** | 为游戏项目定制:理解引擎、门禁链、评分审查 |
|
|
100
|
+
|
|
101
|
+
### 详细对比
|
|
102
|
+
|
|
103
|
+
| 能力 | Claude Code | Codex | Kode | **Danya** |
|
|
104
|
+
|------|------------|-------|------|-----------|
|
|
105
|
+
| **游戏引擎理解** | 无 | 无 | 无 | **Unity / UE / Godot 自动识别,注入引擎知识** |
|
|
106
|
+
| **禁区防护** | 无 | 无 | 无 | **自动检测 auto-generated 代码,Hook 硬拦截** |
|
|
107
|
+
| **评分制审查** | 无 | 无 | 无 | **100 分制,33 条引擎检查,质量棘轮** |
|
|
108
|
+
| **门禁链** | 无 | 无 | 无 | **6 道门禁:Guard→Syntax→Verify→Commit→Review→Push** |
|
|
109
|
+
| **全自动流水线** | 无 | 无 | 无 | **/auto-work, /auto-bugfix, /parallel-execute** |
|
|
110
|
+
| **知识沉淀** | 无 | 无 | 无 | **自动写 Docs/(功能/Bug/调研)** |
|
|
111
|
+
| **Harness 自演进** | 无 | 无 | 无 | **Agent 出错后自动更新规则** |
|
|
112
|
+
| 多模型支持 | 仅 Anthropic | 仅 OpenAI | **20+ 提供商** | **20+ 提供商(继承 Kode)** |
|
|
113
|
+
| Hook 系统 | 18 种事件 | 无 | 4 种事件 | **18 种事件** |
|
|
114
|
+
| 权限系统 | 规则层叠 | 简单 | 简单 | **规则层叠** |
|
|
115
|
+
| 工具系统 | 43 个工具 | ~10 | 22 个 | **22 通用 + 13 游戏专用 = 35 个工具** |
|
|
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|
+
|
|
117
|
+
### 核心差异:通用 vs 游戏专用
|
|
118
|
+
|
|
119
|
+
Claude Code / Codex / Kode 是**通用编程助手**——它们不知道:
|
|
120
|
+
- Unity 中应该用 `UniTask` 而不是 `Task`
|
|
121
|
+
- 配置和协议目录下的代码是自动生成的,不能手动编辑
|
|
122
|
+
- Go 游戏服务端应该用架构约定特点
|
|
123
|
+
- 游戏项目的多层架构不能反向引用
|
|
124
|
+
- 修改 `.proto` 文件后必须同步客户端和服务端
|
|
125
|
+
|
|
126
|
+
Danya **理解这些**,并且通过机械化的 Hook 和评分制审查来**强制执行**。
|
|
127
|
+
|
|
128
|
+
---
|
|
129
|
+
|
|
130
|
+
## 对游戏开发的核心优势
|
|
131
|
+
|
|
132
|
+
### 1. 引擎感知的系统提示词
|
|
133
|
+
|
|
134
|
+
Danya 启动时自动检测项目引擎类型,注入对应的领域知识:
|
|
135
|
+
|
|
136
|
+
```
|
|
137
|
+
在 Unity 项目中启动 → 系统提示词包含:
|
|
138
|
+
- MonoBehaviour 生命周期
|
|
139
|
+
- UniTask 异步模式
|
|
140
|
+
- DOTS/ECS 架构规则
|
|
141
|
+
- 对象池使用规范
|
|
142
|
+
- 事件订阅/退订配对
|
|
143
|
+
|
|
144
|
+
在 Go 服务端项目中启动 → 系统提示词包含:
|
|
145
|
+
- 10+ 个微服务架构
|
|
146
|
+
- RPC 调用链路
|
|
147
|
+
- ORM 代码生成规则
|
|
148
|
+
- 配置管线流程
|
|
149
|
+
```
|
|
150
|
+
|
|
151
|
+
这意味着 Agent 从**第一行输出**就知道项目的规则,不需要你反复提醒。
|
|
152
|
+
|
|
153
|
+
### 2. 自动生成代码禁区防护
|
|
154
|
+
|
|
155
|
+
游戏项目中有大量自动生成的代码(配置表、ORM、Protobuf 桩代码)。通用助手不知道这些不能碰,经常修改后被下一次生成覆盖。
|
|
156
|
+
|
|
157
|
+
Danya 的 **Gate 0 (Guard)** 在文件编辑前就拦截:
|
|
158
|
+
|
|
159
|
+
```
|
|
160
|
+
Agent 尝试编辑 Config/Gen/XXXConfig.cs
|
|
161
|
+
→ Guard Hook 检测到禁区
|
|
162
|
+
→ ❌ 阻断编辑
|
|
163
|
+
→ 告知 Agent:"这是自动生成代码,改 Excel 源文件后重新生成"
|
|
164
|
+
```
|
|
165
|
+
|
|
166
|
+
### 3. 评分制代码审查(不再是 PASS/FAIL)
|
|
167
|
+
|
|
168
|
+
通用助手的代码审查只能给出主观的"看起来不错"。Danya 用**量化的评分系统**:
|
|
169
|
+
|
|
170
|
+
```
|
|
171
|
+
初始分:100
|
|
172
|
+
CRITICAL: -30(任何 CRITICAL = 直接 FAIL)
|
|
173
|
+
HIGH: -10
|
|
174
|
+
MEDIUM: -3
|
|
175
|
+
通过线:≥80 且无 CRITICAL
|
|
176
|
+
|
|
177
|
+
质量棘轮:分数只升不降,防止"修一个 bug 引入两个新 bug"
|
|
178
|
+
```
|
|
179
|
+
|
|
180
|
+
33 条机械检查自动运行(5 套引擎规则),AI 判断补充架构和逻辑审查。
|
|
181
|
+
|
|
182
|
+
### 4. 全自动开发流水线
|
|
183
|
+
|
|
184
|
+
一条命令完成整个开发周期:
|
|
185
|
+
|
|
186
|
+
```bash
|
|
187
|
+
/auto-work "添加背包排序功能"
|
|
188
|
+
|
|
189
|
+
→ Stage 0: 分类 → feature
|
|
190
|
+
→ Stage 1: 规划 → 3 个文件需要修改
|
|
191
|
+
→ Stage 2: 编码 → 写代码 + 自动编译检查(fail-fast)
|
|
192
|
+
→ Stage 3: 审查 → 88/100 PASS
|
|
193
|
+
→ Stage 4: 提交 → <feat>(inventory) add item sorting
|
|
194
|
+
→ Stage 5: 沉淀 → Docs/Version/v1.2/inventory-sorting/summary.md
|
|
195
|
+
→ Stage 6: 自演进 → 更新规则文件
|
|
196
|
+
|
|
197
|
+
═══ AUTO-WORK COMPLETE ═══
|
|
198
|
+
```
|
|
199
|
+
|
|
200
|
+
Bug 修复有专用流水线,**必须先复现才能修**:
|
|
201
|
+
|
|
202
|
+
```bash
|
|
203
|
+
/auto-bugfix "角色状态切换时动画异常"
|
|
204
|
+
|
|
205
|
+
→ 复现 → 定位根因 → 修复(最多5轮) → 审查 → 提交 → 经验固化
|
|
206
|
+
```
|
|
207
|
+
|
|
208
|
+
### 5. 多模型支持(国内团队友好)
|
|
209
|
+
|
|
210
|
+
不锁定任何一家 AI 提供商。4 种语义指针让不同任务用不同模型:
|
|
211
|
+
|
|
212
|
+
```yaml
|
|
213
|
+
pointers:
|
|
214
|
+
main: "DeepSeek V3" # 主对话用最强模型
|
|
215
|
+
task: "Qwen Max" # 子任务用便宜模型
|
|
216
|
+
compact: "GLM-4" # 压缩用快速模型
|
|
217
|
+
quick: "GLM-4" # 分类用快速模型
|
|
218
|
+
```
|
|
219
|
+
|
|
220
|
+
内置 3 个预设:`china.yaml`(DeepSeek+千问+智谱)、`international.yaml`(Claude+GPT)、`single-model.yaml`(单模型极简配置)。
|
|
221
|
+
|
|
222
|
+
### 6. 知识不丢失
|
|
223
|
+
|
|
224
|
+
游戏项目的知识容易随人员流动丢失。Danya 在每次任务完成后**自动沉淀**:
|
|
225
|
+
|
|
226
|
+
```
|
|
227
|
+
功能开发 → Docs/Version/<版本>/<功能>/summary.md
|
|
228
|
+
Bug 修复 → Docs/Bugs/<版本>/<bug名>.md
|
|
229
|
+
技术调研 → Docs/Engine/Research/<课题>/findings.md
|
|
230
|
+
```
|
|
231
|
+
|
|
232
|
+
下一个开发者接手时,这些文档已经在那里了。
|
|
233
|
+
|
|
234
|
+
---
|
|
235
|
+
|
|
236
|
+
## 13 个游戏专用工具
|
|
237
|
+
|
|
238
|
+
| 工具 | 用途 | 适用引擎 |
|
|
239
|
+
|------|------|---------|
|
|
240
|
+
| **CSharpSyntaxCheck** | Roslyn 即时语法检查 | Unity, Godot |
|
|
241
|
+
| **UnityBuild** | Unity 编译管线 | Unity |
|
|
242
|
+
| **UnrealBuild** | UBT 编译 | UE |
|
|
243
|
+
| **GodotBuild** | GDScript/C# 检查 | Godot |
|
|
244
|
+
| **GameServerBuild** | 分级验证 (lint/build/test) | Go Server |
|
|
245
|
+
| **ProtoCompile** | Protobuf 编译 + 桩代码生成 | 跨引擎 |
|
|
246
|
+
| **ConfigGenerate** | 配置表生成 | 跨引擎 |
|
|
247
|
+
| **OrmGenerate** | ORM 代码生成 | Go Server |
|
|
248
|
+
| **ScoreReview** | 100 分制评分审查 | 跨引擎 |
|
|
249
|
+
| **GateChain** | 门禁链编排 | 跨引擎 |
|
|
250
|
+
| **KnowledgeSediment** | 知识自动沉淀 | 跨引擎 |
|
|
251
|
+
| **ArchitectureGuard** | 依赖方向检查 | 跨引擎 |
|
|
252
|
+
| **AssetCheck** | 资源引用完整性 | Unity, Godot |
|
|
253
|
+
|
|
254
|
+
---
|
|
255
|
+
|
|
256
|
+
## 门禁链
|
|
257
|
+
|
|
258
|
+
每次代码变更经过 6 道质量门禁:
|
|
259
|
+
|
|
260
|
+
```
|
|
261
|
+
Edit → Guard → Syntax → Verify → Commit → Review → Push
|
|
262
|
+
Hook Hook Tool Hook AI+Tool Hook
|
|
263
|
+
(硬拦截) (即时检查)(编译测试)(lint+test)(评分制)(令牌制)
|
|
264
|
+
```
|
|
265
|
+
|
|
266
|
+
- **机械执行(Hook)**:Guard / Syntax / Commit / Push — shell 脚本,Agent 无法绕过
|
|
267
|
+
- **AI 判断(评分)**:Review — 需要理解代码质量,靠评分系统量化
|
|
268
|
+
|
|
269
|
+
**Push 令牌制**:审查通过才生成 `push-approved` 令牌,push 时检查并消费(一次性使用)。
|
|
270
|
+
|
|
271
|
+
---
|
|
272
|
+
|
|
273
|
+
## 技术架构
|
|
274
|
+
|
|
275
|
+
融合三个项目的最优设计:
|
|
276
|
+
|
|
277
|
+
| 来源 | 贡献 |
|
|
278
|
+
|------|------|
|
|
279
|
+
| **XXXXXX XXXX** | 工具系统(43工具)、Hook 系统(18事件)、权限层叠、对话压缩、Prompt 缓存 |
|
|
280
|
+
| **Kode** | 多模型系统(20+提供商)、Provider 适配器、模型配置 YAML、React/Ink 终端 UI |
|
|
281
|
+
| **Game Harness Engineering (Danya 原创)** | 门禁链、评分审查、全自动流水线、知识沉淀、Harness 自演进 |
|
|
282
|
+
| **Danya 原创** | 游戏引擎检测、引擎变体提示词、13 个游戏工具、AGENTS.md 模板 |
|
|
283
|
+
|
|
284
|
+
---
|
|
285
|
+
|
|
286
|
+
## 支持的引擎
|
|
287
|
+
|
|
288
|
+
| 引擎 | 检测方式 | 构建工具 | 审查规则数 |
|
|
289
|
+
|------|---------|---------|-----------|
|
|
290
|
+
| **Unity** | `ProjectSettings/` + `Assets/` | UnityBuild, CSharpSyntaxCheck | 9 条 (UC-01~09) |
|
|
291
|
+
| **Unreal Engine** | `*.uproject` | UnrealBuild | 6 条 (UE-01~06) |
|
|
292
|
+
| **Godot** | `project.godot` | GodotBuild | 5 条 (GD-01~05) |
|
|
293
|
+
| **Go 游戏服务器** | `go.mod` | GameServerBuild | 9 条 (GO-01~09) |
|
|
294
|
+
|
|
295
|
+
通用审查规则 4 条 (U-01~04),所有项目自动应用。
|
|
296
|
+
|
|
297
|
+
---
|
|
298
|
+
|
|
299
|
+
## 配置
|
|
300
|
+
|
|
301
|
+
```
|
|
302
|
+
~/.danya/config.json — 全局配置(API Key、模型配置)
|
|
303
|
+
.danya/settings.json — 项目 Hook 和权限配置
|
|
304
|
+
.danya/gate-chain.json — 门禁链配置
|
|
305
|
+
.danya/guard-rules.json — 禁区规则
|
|
306
|
+
AGENTS.md — 项目指令(AI 读取的规则和上下文)
|
|
307
|
+
```
|
|
308
|
+
|
|
309
|
+
---
|
|
310
|
+
|
|
311
|
+
## 文档
|
|
312
|
+
|
|
313
|
+
- [快速开始](docs/getting-started.md)
|
|
314
|
+
- [配置指南](docs/configuration.md)
|
|
315
|
+
- 引擎指南:[Unity](docs/engine-guides/unity.md) | [Unreal](docs/engine-guides/unreal.md) | [Godot](docs/engine-guides/godot.md) | [Go 服务端](docs/engine-guides/go-server.md)
|
|
316
|
+
|
|
317
|
+
---
|
|
318
|
+
|
|
319
|
+
## 学习项目声明
|
|
320
|
+
|
|
321
|
+
Danya 是一个**学习项目**,用于研究 AI Agent 在游戏开发中的工程化实践。它融合了 Claude Code、Kode、Game Harness Engineering 的设计,不用于商业用途。
|
|
322
|
+
|
|
323
|
+
核心价值不在于"又做了一个 Claude Code",而在于回答一个问题:**AI Agent 专门为游戏开发定制后,能比通用助手好多少?**
|
|
324
|
+
|
|
325
|
+
答案是:
|
|
326
|
+
- 通用助手改完代码说"改完了",你手动测 5-10 分钟 → Danya 自动验证 + 评分
|
|
327
|
+
- 通用助手不知道自动生成目录不能碰 → Danya Hook 硬拦截
|
|
328
|
+
- 通用助手的审查是 PASS/FAIL → Danya 是 100 分制量化评分
|
|
329
|
+
- 通用助手不沉淀知识 → Danya 自动写文档到 Docs/
|
|
330
|
+
- 将一套经过验证的 Harness 融合到 Agent 中,开箱即用
|
|
331
|
+
|
|
332
|
+
**领域专用 > 通用万能。**
|
|
333
|
+
|
|
334
|
+
## License
|
|
335
|
+
|
|
336
|
+
Apache-2.0
|
package/cli-acp.js
ADDED
|
@@ -0,0 +1,82 @@
|
|
|
1
|
+
#!/usr/bin/env node
|
|
2
|
+
|
|
3
|
+
const fs = require('node:fs')
|
|
4
|
+
const path = require('node:path')
|
|
5
|
+
const { spawnSync } = require('node:child_process')
|
|
6
|
+
|
|
7
|
+
function findPackageRoot(startDir) {
|
|
8
|
+
let dir = startDir
|
|
9
|
+
for (let i = 0; i < 25; i++) {
|
|
10
|
+
if (fs.existsSync(path.join(dir, 'package.json'))) return dir
|
|
11
|
+
const parent = path.dirname(dir)
|
|
12
|
+
if (parent === dir) break
|
|
13
|
+
dir = parent
|
|
14
|
+
}
|
|
15
|
+
return startDir
|
|
16
|
+
}
|
|
17
|
+
|
|
18
|
+
function readPackageJson(packageRoot) {
|
|
19
|
+
try {
|
|
20
|
+
const p = path.join(packageRoot, 'package.json')
|
|
21
|
+
return JSON.parse(fs.readFileSync(p, 'utf8'))
|
|
22
|
+
} catch {
|
|
23
|
+
return null
|
|
24
|
+
}
|
|
25
|
+
}
|
|
26
|
+
|
|
27
|
+
function run(cmd, args) {
|
|
28
|
+
const result = spawnSync(cmd, args, {
|
|
29
|
+
stdio: 'inherit',
|
|
30
|
+
env: { ...process.env, KODE_PACKAGED: process.env.KODE_PACKAGED || '1' },
|
|
31
|
+
})
|
|
32
|
+
if (result.error) {
|
|
33
|
+
throw result.error
|
|
34
|
+
}
|
|
35
|
+
process.exit(typeof result.status === 'number' ? result.status : 1)
|
|
36
|
+
}
|
|
37
|
+
|
|
38
|
+
function main() {
|
|
39
|
+
const packageRoot = findPackageRoot(__dirname)
|
|
40
|
+
const pkg = readPackageJson(packageRoot)
|
|
41
|
+
const version = pkg?.version || ''
|
|
42
|
+
const { getCachedBinaryPath } = require(path.join(
|
|
43
|
+
packageRoot,
|
|
44
|
+
'scripts',
|
|
45
|
+
'binary-utils.cjs',
|
|
46
|
+
))
|
|
47
|
+
|
|
48
|
+
// 1) Prefer native binary (postinstall download)
|
|
49
|
+
if (version) {
|
|
50
|
+
const binPath = getCachedBinaryPath({ version })
|
|
51
|
+
if (fs.existsSync(binPath)) {
|
|
52
|
+
run(binPath, ['--acp', ...process.argv.slice(2)])
|
|
53
|
+
}
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
// 2) Node.js runtime fallback (npm install should work without Bun)
|
|
57
|
+
const distEntry = path.join(packageRoot, 'dist', 'index.js')
|
|
58
|
+
if (fs.existsSync(distEntry)) {
|
|
59
|
+
run(process.execPath, [distEntry, '--acp', ...process.argv.slice(2)])
|
|
60
|
+
}
|
|
61
|
+
|
|
62
|
+
process.stderr.write(
|
|
63
|
+
[
|
|
64
|
+
'❌ kode-acp is not runnable on this system.',
|
|
65
|
+
'',
|
|
66
|
+
'Tried:',
|
|
67
|
+
'- Native binary (postinstall download)',
|
|
68
|
+
'- Node.js runtime fallback',
|
|
69
|
+
'',
|
|
70
|
+
'Fix:',
|
|
71
|
+
'- Reinstall (ensure network access), or set KODE_BINARY_BASE_URL to a mirror',
|
|
72
|
+
'- Or download a standalone binary from GitHub Releases',
|
|
73
|
+
'',
|
|
74
|
+
version ? `Package version: ${version}` : '',
|
|
75
|
+
]
|
|
76
|
+
.filter(Boolean)
|
|
77
|
+
.join('\n'),
|
|
78
|
+
)
|
|
79
|
+
process.exit(1)
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
main()
|