@mclawnet/agent 0.6.19 → 0.6.21

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  1. package/dist/{chunk-RO47ET27.js → chunk-M2CDVPQF.js} +2 -2
  2. package/dist/{chunk-CBZIH6FY.js → chunk-PJ5M6Q36.js} +2 -2
  3. package/dist/chunk-PJ5M6Q36.js.map +1 -0
  4. package/dist/{chunk-MSDIRBXF.js → chunk-RIK7IXSW.js} +2 -2
  5. package/dist/index.js +2 -2
  6. package/dist/{linux-6AR7SXHW.js → linux-IHA4O633.js} +3 -3
  7. package/dist/{macos-BTP5JW3U.js → macos-G4VK2253.js} +8 -3
  8. package/dist/macos-G4VK2253.js.map +1 -0
  9. package/dist/service/index.js +5 -5
  10. package/dist/service/macos.d.ts.map +1 -1
  11. package/dist/start.js +2 -2
  12. package/dist/{windows-IQNSUMN6.js → windows-P6U3JLUZ.js} +3 -3
  13. package/package.json +4 -4
  14. package/skills/cocos-creator-3x-cn/SKILL.md +475 -0
  15. package/skills/cocos-creator-3x-cn/references/framework/asset-management.md +322 -0
  16. package/skills/cocos-creator-3x-cn/references/framework/component-system.md +348 -0
  17. package/skills/cocos-creator-3x-cn/references/framework/event-patterns.md +410 -0
  18. package/skills/cocos-creator-3x-cn/references/framework/playable-optimization.md +257 -0
  19. package/skills/cocos-creator-3x-cn/references/language/performance.md +363 -0
  20. package/skills/cocos-creator-3x-cn/references/language/quality-hygiene.md +307 -0
  21. package/skills/cocos-creator-3x-cn/references/review/architecture-review.md +183 -0
  22. package/skills/cocos-creator-3x-cn/references/review/quality-review.md +251 -0
  23. package/skills/cocos-performance-optimizer/SKILL.md +214 -0
  24. package/skills/game-development/2d-games/SKILL.md +129 -0
  25. package/skills/game-development/3d-games/SKILL.md +145 -0
  26. package/skills/game-development/SKILL.md +175 -0
  27. package/skills/game-development/game-art/SKILL.md +195 -0
  28. package/skills/game-development/game-audio/SKILL.md +200 -0
  29. package/skills/game-development/game-design/SKILL.md +139 -0
  30. package/skills/game-development/mobile-games/SKILL.md +118 -0
  31. package/skills/game-development/multiplayer/SKILL.md +142 -0
  32. package/skills/game-development/pc-games/SKILL.md +154 -0
  33. package/skills/game-development/vr-ar/SKILL.md +133 -0
  34. package/skills/game-development/web-games/SKILL.md +160 -0
  35. package/skills/game-engine/SKILL.md +140 -0
  36. package/skills/game-engine/assets/2d-maze-game.md +528 -0
  37. package/skills/game-engine/assets/2d-platform-game.md +1855 -0
  38. package/skills/game-engine/assets/gameBase-template-repo.md +310 -0
  39. package/skills/game-engine/assets/paddle-game-template.md +1528 -0
  40. package/skills/game-engine/assets/simple-2d-engine.md +507 -0
  41. package/skills/game-engine/references/3d-web-games.md +754 -0
  42. package/skills/game-engine/references/algorithms.md +843 -0
  43. package/skills/game-engine/references/basics.md +343 -0
  44. package/skills/game-engine/references/game-control-mechanisms.md +617 -0
  45. package/skills/game-engine/references/game-engine-core-principles.md +695 -0
  46. package/skills/game-engine/references/game-publishing.md +352 -0
  47. package/skills/game-engine/references/techniques.md +894 -0
  48. package/skills/game-engine/references/terminology.md +354 -0
  49. package/skills/game-engine/references/web-apis.md +1394 -0
  50. package/skills/theone-cocos-standards/SKILL.md +557 -0
  51. package/skills/theone-cocos-standards/references/framework/component-system.md +645 -0
  52. package/skills/theone-cocos-standards/references/framework/event-patterns.md +433 -0
  53. package/skills/theone-cocos-standards/references/framework/playable-optimization.md +429 -0
  54. package/skills/theone-cocos-standards/references/framework/size-optimization.md +308 -0
  55. package/skills/theone-cocos-standards/references/language/modern-typescript.md +658 -0
  56. package/skills/theone-cocos-standards/references/language/performance.md +580 -0
  57. package/skills/theone-cocos-standards/references/language/quality-hygiene.md +582 -0
  58. package/skills/theone-cocos-standards/references/review/architecture-review.md +250 -0
  59. package/skills/theone-cocos-standards/references/review/performance-review.md +288 -0
  60. package/skills/theone-cocos-standards/references/review/quality-review.md +239 -0
  61. package/dist/chunk-CBZIH6FY.js.map +0 -1
  62. package/dist/macos-BTP5JW3U.js.map +0 -1
  63. /package/dist/{chunk-RO47ET27.js.map → chunk-M2CDVPQF.js.map} +0 -0
  64. /package/dist/{chunk-MSDIRBXF.js.map → chunk-RIK7IXSW.js.map} +0 -0
  65. /package/dist/{linux-6AR7SXHW.js.map → linux-IHA4O633.js.map} +0 -0
  66. /package/dist/{windows-IQNSUMN6.js.map → windows-P6U3JLUZ.js.map} +0 -0
@@ -0,0 +1,200 @@
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+ ---
2
+ name: game-audio
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+ description: "Game audio principles. Sound design, music integration, adaptive audio systems."
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+ risk: unknown
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+ source: community
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+ date_added: "2026-02-27"
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+ ---
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+
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+ # Game Audio Principles
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+
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+ > Sound design and music integration for immersive game experiences.
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+
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+ ---
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+
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+ ## 1. Audio Category System
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+
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+ ### Category Definitions
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+
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+ | Category | Behavior | Examples |
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+ |----------|----------|----------|
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+ | **Music** | Looping, crossfade, ducking | BGM, combat music |
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+ | **SFX** | One-shot, 3D positioned | Footsteps, impacts |
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+ | **Ambient** | Looping, background layer | Wind, crowd, forest |
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+ | **UI** | Immediate, non-3D | Button clicks, notifications |
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+ | **Voice** | Priority, ducking trigger | Dialogue, announcer |
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+
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+ ### Priority Hierarchy
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+
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+ ```
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+ When sounds compete for channels:
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+
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+ 1. Voice (highest - always audible)
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+ 2. Player SFX (feedback critical)
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+ 3. Enemy SFX (gameplay important)
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+ 4. Music (mood, but duckable)
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+ 5. Ambient (lowest - can drop)
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+ ```
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+
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+ ---
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+
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+ ## 2. Sound Design Decisions
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+
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+ ### SFX Creation Approach
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+
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+ | Approach | When to Use | Trade-offs |
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+ |----------|-------------|------------|
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+ | **Recording** | Realistic needs | High quality, time intensive |
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+ | **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |
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+ | **Library samples** | Fast production | Common sounds, licensing |
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+ | **Layering** | Complex sounds | Best results, more work |
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+
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+ ### Layering Structure
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+
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+ | Layer | Purpose | Example: Gunshot |
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+ |-------|---------|------------------|
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+ | **Attack** | Initial transient | Click, snap |
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+ | **Body** | Main character | Boom, blast |
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+ | **Tail** | Decay, room | Reverb, echo |
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+ | **Sweetener** | Special sauce | Shell casing, mechanical |
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+
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+ ---
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+
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+ ## 3. Music Integration
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+
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+ ### Music State System
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+
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+ ```
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+ Game State → Music Response
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+
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+ ├── Menu → Calm, loopable theme
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+ ├── Exploration → Ambient, atmospheric
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+ ├── Combat detected → Transition to tension
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+ ├── Combat engaged → Full battle music
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+ ├── Victory → Stinger + calm transition
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+ ├── Defeat → Somber stinger
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+ └── Boss → Unique, multi-phase track
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+ ```
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+
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+ ### Transition Techniques
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+
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+ | Technique | Use When | Feel |
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+ |-----------|----------|------|
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+ | **Crossfade** | Smooth mood shift | Gradual |
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+ | **Stinger** | Immediate event | Dramatic |
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+ | **Stem mixing** | Dynamic intensity | Seamless |
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+ | **Beat-synced** | Rhythmic gameplay | Musical |
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+ | **Queue point** | Next natural break | Clean |
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+
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+ ---
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+
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+ ## 4. Adaptive Audio Decisions
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+
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+ ### Intensity Parameters
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+
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+ | Parameter | Affects | Example |
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+ |-----------|---------|---------|
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+ | **Threat level** | Music intensity | Enemy count |
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+ | **Health** | Filter, reverb | Low health = muffled |
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+ | **Speed** | Tempo, energy | Racing speed |
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+ | **Environment** | Reverb, EQ | Cave vs outdoor |
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+ | **Time of day** | Mood, volume | Night = quieter |
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+
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+ ### Vertical vs Horizontal
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+
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+ | System | What Changes | Best For |
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+ |--------|--------------|----------|
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+ | **Vertical (layers)** | Add/remove instrument layers | Intensity scaling |
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+ | **Horizontal (segments)** | Different music sections | State changes |
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+ | **Combined** | Both | AAA adaptive scores |
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+
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+ ---
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+
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+ ## 5. 3D Audio Decisions
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+
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+ ### Spatialization
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+
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+ | Element | 3D Positioned? | Reason |
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+ |---------|----------------|--------|
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+ | Player footsteps | No (or subtle) | Always audible |
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+ | Enemy footsteps | Yes | Directional awareness |
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+ | Gunfire | Yes | Combat awareness |
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+ | Music | No | Mood, non-diegetic |
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+ | Ambient zone | Yes (area) | Environmental |
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+ | UI sounds | No | Interface feedback |
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+
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+ ### Distance Behavior
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+
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+ | Distance | Sound Behavior |
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+ |----------|----------------|
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+ | **Near** | Full volume, full frequency |
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+ | **Medium** | Volume falloff, high-freq rolloff |
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+ | **Far** | Low volume, low-pass filter |
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+ | **Max** | Silent or ambient hint |
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+
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+ ---
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+
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+ ## 6. Platform Considerations
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+
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+ ### Format Selection
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+
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+ | Platform | Recommended Format | Reason |
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+ |----------|-------------------|--------|
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+ | PC | OGG Vorbis, WAV | Quality, no licensing |
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+ | Console | Platform-specific | Certification |
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+ | Mobile | MP3, AAC | Size, compatibility |
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+ | Web | WebM/Opus, MP3 fallback | Browser support |
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+
148
+ ### Memory Budget
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+
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+ | Game Type | Audio Budget | Strategy |
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+ |-----------|--------------|----------|
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+ | Mobile casual | 10-50 MB | Compressed, fewer variants |
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+ | PC indie | 100-500 MB | Quality focus |
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+ | AAA | 1+ GB | Full quality, many variants |
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+
156
+ ---
157
+
158
+ ## 7. Mix Hierarchy
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+
160
+ ### Volume Balance Reference
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+
162
+ | Category | Relative Level | Notes |
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+ |----------|----------------|-------|
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+ | **Voice** | 0 dB (reference) | Always clear |
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+ | **Player SFX** | -3 to -6 dB | Prominent but not harsh |
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+ | **Music** | -6 to -12 dB | Foundation, ducks for voice |
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+ | **Enemy SFX** | -6 to -9 dB | Important but not dominant |
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+ | **Ambient** | -12 to -18 dB | Subtle background |
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+
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+ ### Ducking Rules
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+
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+ | When | Duck What | Amount |
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+ |------|-----------|--------|
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+ | Voice plays | Music, Ambient | -6 to -9 dB |
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+ | Explosion | All except explosion | Brief duck |
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+ | Menu open | Gameplay audio | -3 to -6 dB |
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+
178
+ ---
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+
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+ ## 8. Anti-Patterns
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+
182
+ | Don't | Do |
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+ |-------|-----|
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+ | Play same sound repeatedly | Use variations (3-5 per sound) |
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+ | Max volume everything | Use proper mix hierarchy |
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+ | Ignore silence | Silence creates contrast |
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+ | One music track loops forever | Provide variety, transitions |
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+ | Skip audio in prototype | Placeholder audio matters |
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+
190
+ ---
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+
192
+ > **Remember:** 50% of the game experience is audio. A muted game loses half its soul.
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+
194
+ ## When to Use
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+ This skill is applicable to execute the workflow or actions described in the overview.
196
+
197
+ ## Limitations
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+ - Use this skill only when the task clearly matches the scope described above.
199
+ - Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
200
+ - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
@@ -0,0 +1,139 @@
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+ ---
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+ name: game-design
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+ description: "Game design principles. GDD structure, balancing, player psychology, progression."
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+ risk: unknown
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+ source: community
6
+ date_added: "2026-02-27"
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+ ---
8
+
9
+ # Game Design Principles
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+
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+ > Design thinking for engaging games.
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+
13
+ ---
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+
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+ ## 1. Core Loop Design
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+
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+ ### The 30-Second Test
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+
19
+ ```
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+ Every game needs a fun 30-second loop:
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+ 1. ACTION → Player does something
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+ 2. FEEDBACK → Game responds
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+ 3. REWARD → Player feels good
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+ 4. REPEAT
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+ ```
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+
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+ ### Loop Examples
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+
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+ | Genre | Core Loop |
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+ |-------|-----------|
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+ | Platformer | Run → Jump → Land → Collect |
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+ | Shooter | Aim → Shoot → Kill → Loot |
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+ | Puzzle | Observe → Think → Solve → Advance |
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+ | RPG | Explore → Fight → Level → Gear |
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+
36
+ ---
37
+
38
+ ## 2. Game Design Document (GDD)
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+
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+ ### Essential Sections
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+
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+ | Section | Content |
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+ |---------|---------|
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+ | **Pitch** | One-sentence description |
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+ | **Core Loop** | 30-second gameplay |
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+ | **Mechanics** | How systems work |
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+ | **Progression** | How player advances |
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+ | **Art Style** | Visual direction |
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+ | **Audio** | Sound direction |
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+
51
+ ### Principles
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+
53
+ - Keep it living (update regularly)
54
+ - Visuals help communicate
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+ - Less is more (start small)
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+
57
+ ---
58
+
59
+ ## 3. Player Psychology
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+
61
+ ### Motivation Types
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+
63
+ | Type | Driven By |
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+ |------|-----------|
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+ | **Achiever** | Goals, completion |
66
+ | **Explorer** | Discovery, secrets |
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+ | **Socializer** | Interaction, community |
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+ | **Killer** | Competition, dominance |
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+
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+ ### Reward Schedules
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+
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+ | Schedule | Effect | Use |
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+ |----------|--------|-----|
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+ | **Fixed** | Predictable | Milestone rewards |
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+ | **Variable** | Addictive | Loot drops |
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+ | **Ratio** | Effort-based | Grind games |
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+
78
+ ---
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+
80
+ ## 4. Difficulty Balancing
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+
82
+ ### Flow State
83
+
84
+ ```
85
+ Too Hard → Frustration → Quit
86
+ Too Easy → Boredom → Quit
87
+ Just Right → Flow → Engagement
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+ ```
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+
90
+ ### Balancing Strategies
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+
92
+ | Strategy | How |
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+ |----------|-----|
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+ | **Dynamic** | Adjust to player skill |
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+ | **Selection** | Let player choose |
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+ | **Accessibility** | Options for all |
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+
98
+ ---
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+
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+ ## 5. Progression Design
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+
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+ ### Progression Types
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+
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+ | Type | Example |
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+ |------|---------|
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+ | **Skill** | Player gets better |
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+ | **Power** | Character gets stronger |
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+ | **Content** | New areas unlock |
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+ | **Story** | Narrative advances |
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+
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+ ### Pacing Principles
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+
113
+ - Early wins (hook quickly)
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+ - Gradually increase challenge
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+ - Rest beats between intensity
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+ - Meaningful choices
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+
118
+ ---
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+
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+ ## 6. Anti-Patterns
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+
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+ | ❌ Don't | ✅ Do |
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+ |----------|-------|
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+ | Design in isolation | Playtest constantly |
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+ | Polish before fun | Prototype first |
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+ | Force one way to play | Allow player expression |
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+ | Punish excessively | Reward progress |
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+
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+ ---
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+
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+ > **Remember:** Fun is discovered through iteration, not designed on paper.
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+
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+ ## When to Use
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+ This skill is applicable to execute the workflow or actions described in the overview.
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+
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+ ## Limitations
137
+ - Use this skill only when the task clearly matches the scope described above.
138
+ - Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
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+ - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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+ ---
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+ name: mobile-games
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+ description: "Mobile game development principles. Touch input, battery, performance, app stores."
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+ risk: safe
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+ source: community
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+ date_added: "2026-02-27"
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+ ---
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+
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+ # Mobile Game Development
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+
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+ > Platform constraints and optimization principles.
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+
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+ ---
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+
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+ ## 1. Platform Considerations
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+
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+ ### Key Constraints
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+
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+ | Constraint | Strategy |
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+ |------------|----------|
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+ | **Touch input** | Large hit areas, gestures |
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+ | **Battery** | Limit CPU/GPU usage |
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+ | **Thermal** | Throttle when hot |
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+ | **Screen size** | Responsive UI |
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+ | **Interruptions** | Pause on background |
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+
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+ ---
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+
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+ ## 2. Touch Input Principles
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+
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+ ### Touch vs Controller
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+
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+ | Touch | Desktop/Console |
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+ |-------|-----------------|
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+ | Imprecise | Precise |
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+ | Occludes screen | No occlusion |
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+ | Limited buttons | Many buttons |
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+ | Gestures available | Buttons/sticks |
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+
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+ ### Best Practices
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+
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+ - Minimum touch target: 44x44 points
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+ - Visual feedback on touch
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+ - Avoid precise timing requirements
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+ - Support both portrait and landscape
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+
47
+ ---
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+
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+ ## 3. Performance Targets
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+
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+ ### Thermal Management
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+
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+ | Action | Trigger |
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+ |--------|---------|
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+ | Reduce quality | Device warm |
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+ | Limit FPS | Device hot |
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+ | Pause effects | Critical temp |
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+
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+ ### Battery Optimization
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+
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+ - 30 FPS often sufficient
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+ - Sleep when paused
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+ - Minimize GPS/network
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+ - Dark mode saves OLED battery
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+
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+ ---
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+
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+ ## 4. App Store Requirements
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+
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+ ### iOS (App Store)
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+
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+ | Requirement | Note |
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+ |-------------|------|
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+ | Privacy labels | Required |
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+ | Account deletion | If account creation exists |
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+ | Screenshots | For all device sizes |
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+
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+ ### Android (Google Play)
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+
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+ | Requirement | Note |
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+ |-------------|------|
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+ | Target API | Current year's SDK |
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+ | 64-bit | Required |
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+ | App bundles | Recommended |
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+
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+ ---
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+
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+ ## 5. Monetization Models
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+
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+ | Model | Best For |
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+ |-------|----------|
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+ | **Premium** | Quality games, loyal audience |
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+ | **Free + IAP** | Casual, progression-based |
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+ | **Ads** | Hyper-casual, high volume |
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+ | **Subscription** | Content updates, multiplayer |
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+
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+ ---
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+
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+ ## 6. Anti-Patterns
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+
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+ | ❌ Don't | ✅ Do |
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+ |----------|-------|
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+ | Desktop controls on mobile | Design for touch |
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+ | Ignore battery drain | Monitor thermals |
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+ | Force landscape | Support player preference |
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+ | Always-on network | Cache and sync |
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+
108
+ ---
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+
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+ > **Remember:** Mobile is the most constrained platform. Respect battery and attention.
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+
112
+ ## When to Use
113
+ This skill is applicable to execute the workflow or actions described in the overview.
114
+
115
+ ## Limitations
116
+ - Use this skill only when the task clearly matches the scope described above.
117
+ - Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
118
+ - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
@@ -0,0 +1,142 @@
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+ ---
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+ name: multiplayer
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+ description: "Multiplayer game development principles. Architecture, networking, synchronization."
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+ risk: unknown
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+ source: community
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+ date_added: "2026-02-27"
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+ ---
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+
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+ # Multiplayer Game Development
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+
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+ > Networking architecture and synchronization principles.
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+
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+ ---
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+
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+ ## 1. Architecture Selection
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+
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+ ### Decision Tree
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+
19
+ ```
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+ What type of multiplayer?
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+
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+ ├── Competitive / Real-time
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+ │ └── Dedicated Server (authoritative)
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+
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+ ├── Cooperative / Casual
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+ │ └── Host-based (one player is server)
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+
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+ ├── Turn-based
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+ │ └── Client-server (simple)
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+
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+ └── Massive (MMO)
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+ └── Distributed servers
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+ ```
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+
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+ ### Comparison
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+
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+ | Architecture | Latency | Cost | Security |
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+ |--------------|---------|------|----------|
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+ | **Dedicated** | Low | High | Strong |
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+ | **P2P** | Variable | Low | Weak |
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+ | **Host-based** | Medium | Low | Medium |
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+
43
+ ---
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+
45
+ ## 2. Synchronization Principles
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+
47
+ ### State vs Input
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+
49
+ | Approach | Sync What | Best For |
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+ |----------|-----------|----------|
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+ | **State Sync** | Game state | Simple, few objects |
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+ | **Input Sync** | Player inputs | Action games |
53
+ | **Hybrid** | Both | Most games |
54
+
55
+ ### Lag Compensation
56
+
57
+ | Technique | Purpose |
58
+ |-----------|---------|
59
+ | **Prediction** | Client predicts server |
60
+ | **Interpolation** | Smooth remote players |
61
+ | **Reconciliation** | Fix mispredictions |
62
+ | **Lag compensation** | Rewind for hit detection |
63
+
64
+ ---
65
+
66
+ ## 3. Network Optimization
67
+
68
+ ### Bandwidth Reduction
69
+
70
+ | Technique | Savings |
71
+ |-----------|---------|
72
+ | **Delta compression** | Send only changes |
73
+ | **Quantization** | Reduce precision |
74
+ | **Priority** | Important data first |
75
+ | **Area of interest** | Only nearby entities |
76
+
77
+ ### Update Rates
78
+
79
+ | Type | Rate |
80
+ |------|------|
81
+ | Position | 20-60 Hz |
82
+ | Health | On change |
83
+ | Inventory | On change |
84
+ | Chat | On send |
85
+
86
+ ---
87
+
88
+ ## 4. Security Principles
89
+
90
+ ### Server Authority
91
+
92
+ ```
93
+ Client: "I hit the enemy"
94
+ Server: Validate → did projectile actually hit?
95
+ → was player in valid state?
96
+ → was timing possible?
97
+ ```
98
+
99
+ ### Anti-Cheat
100
+
101
+ | Cheat | Prevention |
102
+ |-------|------------|
103
+ | Speed hack | Server validates movement |
104
+ | Aimbot | Server validates sight line |
105
+ | Item dupe | Server owns inventory |
106
+ | Wall hack | Don't send hidden data |
107
+
108
+ ---
109
+
110
+ ## 5. Matchmaking
111
+
112
+ ### Considerations
113
+
114
+ | Factor | Impact |
115
+ |--------|--------|
116
+ | **Skill** | Fair matches |
117
+ | **Latency** | Playable connection |
118
+ | **Wait time** | Player patience |
119
+ | **Party size** | Group play |
120
+
121
+ ---
122
+
123
+ ## 6. Anti-Patterns
124
+
125
+ | ❌ Don't | ✅ Do |
126
+ |----------|-------|
127
+ | Trust the client | Server is authority |
128
+ | Send everything | Send only necessary |
129
+ | Ignore latency | Design for 100-200ms |
130
+ | Sync exact positions | Interpolate/predict |
131
+
132
+ ---
133
+
134
+ > **Remember:** Never trust the client. The server is the source of truth.
135
+
136
+ ## When to Use
137
+ This skill is applicable to execute the workflow or actions described in the overview.
138
+
139
+ ## Limitations
140
+ - Use this skill only when the task clearly matches the scope described above.
141
+ - Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
142
+ - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.