@su-record/vibe 2.9.32 → 2.9.33

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.
Files changed (480) hide show
  1. package/.env.example +37 -37
  2. package/CLAUDE.md +109 -109
  3. package/LICENSE +21 -21
  4. package/README.en.md +220 -220
  5. package/README.md +171 -171
  6. package/agents/architect-low.md +41 -41
  7. package/agents/architect-medium.md +59 -59
  8. package/agents/architect.md +80 -80
  9. package/agents/build-error-resolver.md +115 -115
  10. package/agents/compounder.md +261 -261
  11. package/agents/diagrammer.md +178 -178
  12. package/agents/docs/api-documenter.md +99 -99
  13. package/agents/docs/changelog-writer.md +93 -93
  14. package/agents/e2e-tester.md +294 -294
  15. package/agents/event/event-comms.md +78 -78
  16. package/agents/event/event-content.md +68 -68
  17. package/agents/event/event-image.md +95 -95
  18. package/agents/event/event-ops.md +84 -84
  19. package/agents/event/event-scheduler.md +69 -69
  20. package/agents/event/event-speaker.md +86 -86
  21. package/agents/explorer-low.md +42 -42
  22. package/agents/explorer-medium.md +59 -59
  23. package/agents/explorer.md +48 -48
  24. package/agents/implementer-low.md +43 -43
  25. package/agents/implementer-medium.md +52 -52
  26. package/agents/implementer.md +54 -54
  27. package/agents/junior-mentor.md +141 -141
  28. package/agents/planning/requirements-analyst.md +84 -84
  29. package/agents/planning/ux-advisor.md +83 -83
  30. package/agents/qa/acceptance-tester.md +86 -86
  31. package/agents/qa/edge-case-finder.md +93 -93
  32. package/agents/qa/qa-coordinator.md +131 -131
  33. package/agents/refactor-cleaner.md +143 -143
  34. package/agents/research/best-practices-agent.md +199 -199
  35. package/agents/research/codebase-patterns-agent.md +157 -157
  36. package/agents/research/framework-docs-agent.md +188 -188
  37. package/agents/research/security-advisory-agent.md +213 -213
  38. package/agents/review/architecture-reviewer.md +107 -107
  39. package/agents/review/complexity-reviewer.md +116 -116
  40. package/agents/review/data-integrity-reviewer.md +88 -88
  41. package/agents/review/git-history-reviewer.md +103 -103
  42. package/agents/review/performance-reviewer.md +86 -86
  43. package/agents/review/python-reviewer.md +150 -150
  44. package/agents/review/rails-reviewer.md +139 -139
  45. package/agents/review/react-reviewer.md +144 -144
  46. package/agents/review/security-reviewer.md +80 -80
  47. package/agents/review/simplicity-reviewer.md +140 -140
  48. package/agents/review/test-coverage-reviewer.md +116 -116
  49. package/agents/review/typescript-reviewer.md +127 -127
  50. package/agents/searcher.md +54 -54
  51. package/agents/simplifier.md +120 -120
  52. package/agents/teams/debug-team.md +70 -70
  53. package/agents/teams/dev-team.md +88 -88
  54. package/agents/teams/docs-team.md +80 -80
  55. package/agents/teams/figma/figma-analyst.md +52 -52
  56. package/agents/teams/figma/figma-architect.md +112 -112
  57. package/agents/teams/figma/figma-auditor.md +82 -82
  58. package/agents/teams/figma/figma-builder.md +100 -100
  59. package/agents/teams/figma-team.md +85 -85
  60. package/agents/teams/fullstack-team.md +83 -83
  61. package/agents/teams/lite-team.md +69 -69
  62. package/agents/teams/migration-team.md +78 -78
  63. package/agents/teams/refactor-team.md +94 -94
  64. package/agents/teams/research-team.md +86 -86
  65. package/agents/teams/review-debate-team.md +125 -125
  66. package/agents/teams/security-team.md +81 -81
  67. package/agents/tester.md +49 -49
  68. package/agents/ui/ui-a11y-auditor.md +93 -93
  69. package/agents/ui/ui-antipattern-detector.md +102 -102
  70. package/agents/ui/ui-dataviz-advisor.md +69 -69
  71. package/agents/ui/ui-design-system-gen.md +57 -57
  72. package/agents/ui/ui-industry-analyzer.md +49 -49
  73. package/agents/ui/ui-layout-architect.md +65 -65
  74. package/agents/ui/ui-stack-implementer.md +68 -68
  75. package/agents/ui/ux-compliance-reviewer.md +81 -81
  76. package/agents/ui-previewer.md +258 -258
  77. package/commands/vibe.analyze.md +533 -533
  78. package/commands/vibe.contract.md +105 -105
  79. package/commands/vibe.docs.md +33 -33
  80. package/commands/vibe.event.md +163 -163
  81. package/commands/vibe.figma.md +600 -600
  82. package/commands/vibe.harness.md +177 -177
  83. package/commands/vibe.regress.md +73 -73
  84. package/commands/vibe.review.md +624 -624
  85. package/commands/vibe.run.md +1946 -1946
  86. package/commands/vibe.scaffold.md +195 -195
  87. package/commands/vibe.spec.md +577 -577
  88. package/commands/vibe.test.md +49 -49
  89. package/commands/vibe.trace.md +276 -276
  90. package/commands/vibe.utils.md +413 -413
  91. package/commands/vibe.verify.md +572 -572
  92. package/dist/cli/collaborator.js +52 -52
  93. package/dist/cli/commands/codex-proxy.js +15 -15
  94. package/dist/cli/commands/config.js +9 -9
  95. package/dist/cli/commands/evolution.js +12 -12
  96. package/dist/cli/commands/figma.js +20 -20
  97. package/dist/cli/commands/info.js +46 -46
  98. package/dist/cli/commands/init.d.ts.map +1 -1
  99. package/dist/cli/commands/init.js +15 -10
  100. package/dist/cli/commands/init.js.map +1 -1
  101. package/dist/cli/commands/remove.js +14 -14
  102. package/dist/cli/commands/sentinel.js +27 -27
  103. package/dist/cli/commands/skills.js +5 -5
  104. package/dist/cli/commands/slack.js +10 -10
  105. package/dist/cli/commands/stats.js +6 -6
  106. package/dist/cli/commands/telegram.js +12 -12
  107. package/dist/cli/commands/update.d.ts.map +1 -1
  108. package/dist/cli/commands/update.js +5 -3
  109. package/dist/cli/commands/update.js.map +1 -1
  110. package/dist/cli/detect.js +32 -32
  111. package/dist/cli/index.js +33 -33
  112. package/dist/cli/llm/claude-commands.js +16 -16
  113. package/dist/cli/llm/config.js +18 -18
  114. package/dist/cli/llm/gemini-commands.js +16 -16
  115. package/dist/cli/llm/gpt-commands.js +19 -19
  116. package/dist/cli/llm/help.js +21 -21
  117. package/dist/cli/postinstall/cursor-agents.js +32 -32
  118. package/dist/cli/postinstall/cursor-rules.js +83 -83
  119. package/dist/cli/postinstall/cursor-skills.js +743 -743
  120. package/dist/cli/postinstall/main.d.ts.map +1 -1
  121. package/dist/cli/postinstall/main.js +11 -0
  122. package/dist/cli/postinstall/main.js.map +1 -1
  123. package/dist/cli/setup/ProjectSetup.d.ts +9 -4
  124. package/dist/cli/setup/ProjectSetup.d.ts.map +1 -1
  125. package/dist/cli/setup/ProjectSetup.js +95 -79
  126. package/dist/cli/setup/ProjectSetup.js.map +1 -1
  127. package/dist/cli/setup/Provisioner.js +42 -42
  128. package/dist/cli/setup.d.ts +1 -1
  129. package/dist/cli/setup.d.ts.map +1 -1
  130. package/dist/cli/setup.js +1 -1
  131. package/dist/cli/setup.js.map +1 -1
  132. package/dist/infra/lib/DeepInit.js +24 -24
  133. package/dist/infra/lib/IterationTracker.js +11 -11
  134. package/dist/infra/lib/PythonParser.js +108 -108
  135. package/dist/infra/lib/ReviewRace.js +96 -96
  136. package/dist/infra/lib/SkillFrontmatter.js +28 -28
  137. package/dist/infra/lib/SkillQualityGate.js +9 -9
  138. package/dist/infra/lib/SkillRepository.js +159 -159
  139. package/dist/infra/lib/UltraQA.js +99 -99
  140. package/dist/infra/lib/autonomy/AuditStore.js +41 -41
  141. package/dist/infra/lib/autonomy/ConfirmationStore.js +30 -30
  142. package/dist/infra/lib/autonomy/EventOutbox.js +38 -38
  143. package/dist/infra/lib/autonomy/PolicyEngine.d.ts +3 -3
  144. package/dist/infra/lib/autonomy/PolicyEngine.js +18 -18
  145. package/dist/infra/lib/autonomy/SecuritySentinel.js +1 -1
  146. package/dist/infra/lib/autonomy/SuggestionStore.js +33 -33
  147. package/dist/infra/lib/embedding/VectorStore.js +22 -22
  148. package/dist/infra/lib/evolution/AgentAnalyzer.js +10 -10
  149. package/dist/infra/lib/evolution/DescriptionOptimizer.js +21 -21
  150. package/dist/infra/lib/evolution/GenerationRegistry.js +36 -36
  151. package/dist/infra/lib/evolution/InsightStore.js +90 -90
  152. package/dist/infra/lib/evolution/ParityTester.js +57 -57
  153. package/dist/infra/lib/evolution/RollbackManager.js +5 -5
  154. package/dist/infra/lib/evolution/SkillBenchmark.js +23 -23
  155. package/dist/infra/lib/evolution/SkillEvalRunner.js +50 -50
  156. package/dist/infra/lib/evolution/SkillGapDetector.js +10 -10
  157. package/dist/infra/lib/evolution/UsageTracker.js +28 -28
  158. package/dist/infra/lib/gemini/orchestration.js +5 -5
  159. package/dist/infra/lib/gpt/orchestration.js +4 -4
  160. package/dist/infra/lib/memory/KnowledgeGraph.js +4 -4
  161. package/dist/infra/lib/memory/MemorySearch.js +57 -57
  162. package/dist/infra/lib/memory/MemoryStorage.js +181 -181
  163. package/dist/infra/lib/memory/ObservationStore.js +28 -28
  164. package/dist/infra/lib/memory/ReflectionStore.js +30 -30
  165. package/dist/infra/lib/memory/SessionRAGRetriever.js +7 -7
  166. package/dist/infra/lib/memory/SessionRAGStore.js +225 -225
  167. package/dist/infra/lib/memory/SessionSummarizer.js +9 -9
  168. package/dist/infra/orchestrator/AgentManager.js +12 -12
  169. package/dist/infra/orchestrator/AgentRegistry.js +65 -65
  170. package/dist/infra/orchestrator/MultiLlmResearch.js +8 -8
  171. package/dist/infra/orchestrator/SwarmOrchestrator.test.js +16 -16
  172. package/dist/infra/orchestrator/parallelResearch.js +24 -24
  173. package/dist/tools/convention/analyzeComplexity.test.js +115 -115
  174. package/dist/tools/convention/validateCodeQuality.test.js +104 -104
  175. package/dist/tools/memory/createMemoryTimeline.js +10 -10
  176. package/dist/tools/memory/getMemoryGraph.js +12 -12
  177. package/dist/tools/memory/getSessionContext.js +9 -9
  178. package/dist/tools/memory/linkMemories.js +14 -14
  179. package/dist/tools/memory/listMemories.js +4 -4
  180. package/dist/tools/memory/recallMemory.js +4 -4
  181. package/dist/tools/memory/saveMemory.js +4 -4
  182. package/dist/tools/memory/searchMemoriesAdvanced.js +23 -23
  183. package/dist/tools/semantic/analyzeDependencyGraph.js +12 -12
  184. package/dist/tools/semantic/astGrep.test.js +6 -6
  185. package/dist/tools/spec/prdParser.test.js +171 -171
  186. package/dist/tools/spec/specGenerator.js +169 -169
  187. package/dist/tools/spec/traceabilityMatrix.js +64 -64
  188. package/dist/tools/spec/traceabilityMatrix.test.js +28 -28
  189. package/hooks/gemini-hooks.json +73 -73
  190. package/hooks/hooks.json +134 -134
  191. package/hooks/scripts/__tests__/keyword-detector.test.js +199 -199
  192. package/hooks/scripts/__tests__/pre-tool-guard.test.js +409 -409
  193. package/hooks/scripts/__tests__/sentinel-guard.test.js +208 -208
  194. package/hooks/scripts/auto-commit.js +97 -97
  195. package/hooks/scripts/auto-format.js +64 -64
  196. package/hooks/scripts/auto-test.js +81 -81
  197. package/hooks/scripts/code-check.js +271 -271
  198. package/hooks/scripts/codex-detect.js +46 -46
  199. package/hooks/scripts/codex-review-gate.js +80 -80
  200. package/hooks/scripts/command-log.js +32 -32
  201. package/hooks/scripts/context-save.js +353 -353
  202. package/hooks/scripts/evolution-engine.js +91 -91
  203. package/hooks/scripts/figma-extract.js +768 -768
  204. package/hooks/scripts/figma-guard.js +219 -219
  205. package/hooks/scripts/figma-refine.js +315 -315
  206. package/hooks/scripts/figma-to-scss.js +394 -394
  207. package/hooks/scripts/figma-validate.js +353 -353
  208. package/hooks/scripts/hud-status.js +321 -321
  209. package/hooks/scripts/keyword-detector.js +214 -214
  210. package/hooks/scripts/lib/dispatcher.js +87 -87
  211. package/hooks/scripts/lib/scope-from-spec.js +276 -276
  212. package/hooks/scripts/llm-orchestrate.js +645 -645
  213. package/hooks/scripts/post-edit.js +35 -35
  214. package/hooks/scripts/pr-test-gate.js +52 -52
  215. package/hooks/scripts/pre-tool-guard.js +259 -259
  216. package/hooks/scripts/prompt-dispatcher.js +192 -192
  217. package/hooks/scripts/scope-guard.js +145 -145
  218. package/hooks/scripts/sentinel-guard.js +130 -130
  219. package/hooks/scripts/session-start.js +186 -186
  220. package/hooks/scripts/skill-injector.js +83 -83
  221. package/hooks/scripts/step-counter.js +45 -45
  222. package/hooks/scripts/stop-notify.js +209 -209
  223. package/hooks/scripts/utils.js +315 -315
  224. package/languages/csharp-unity.md +515 -515
  225. package/languages/gdscript-godot.md +470 -470
  226. package/languages/ruby-rails.md +489 -489
  227. package/languages/typescript-angular.md +433 -433
  228. package/languages/typescript-astro.md +416 -416
  229. package/languages/typescript-electron.md +406 -406
  230. package/languages/typescript-nestjs.md +524 -524
  231. package/languages/typescript-svelte.md +407 -407
  232. package/languages/typescript-tauri.md +365 -365
  233. package/package.json +106 -106
  234. package/skills/agents-md/SKILL.md +121 -121
  235. package/skills/agents-md/rubrics/what-to-keep.md +49 -49
  236. package/skills/agents-md/templates/agents-md.md +36 -36
  237. package/skills/arch-guard/SKILL.md +181 -181
  238. package/skills/arch-guard/agents/detector.md +48 -48
  239. package/skills/arch-guard/agents/reporter.md +48 -48
  240. package/skills/arch-guard/agents/rule-generator.md +49 -49
  241. package/skills/arch-guard/agents/violation-checker.md +51 -51
  242. package/skills/arch-guard/frameworks/clean-architecture.md +108 -108
  243. package/skills/arch-guard/frameworks/solid.md +102 -102
  244. package/skills/arch-guard/scripts/check-boundaries.js +90 -90
  245. package/skills/arch-guard/templates/arch-rules.json +47 -47
  246. package/skills/arch-guard/templates/violation-report.md +53 -53
  247. package/skills/brand-assets/SKILL.md +147 -147
  248. package/skills/brand-assets/rubrics/asset-checklist.md +98 -98
  249. package/skills/brand-assets/templates/brand-guide.md +161 -161
  250. package/skills/capability-loop/SKILL.md +272 -272
  251. package/skills/capability-loop/agents/capability-designer.md +61 -61
  252. package/skills/capability-loop/agents/failure-analyst.md +55 -55
  253. package/skills/capability-loop/agents/implementer.md +50 -50
  254. package/skills/capability-loop/agents/tester.md +53 -53
  255. package/skills/capability-loop/templates/capability-spec.md +118 -118
  256. package/skills/capability-loop/templates/failure-analysis.md +118 -118
  257. package/skills/characterization-test/SKILL.md +207 -207
  258. package/skills/characterization-test/agents/behavior-capturer.md +50 -50
  259. package/skills/characterization-test/agents/coverage-checker.md +54 -54
  260. package/skills/characterization-test/agents/reporter.md +50 -50
  261. package/skills/characterization-test/agents/test-writer.md +49 -49
  262. package/skills/characterization-test/rubrics/coverage-criteria.md +53 -53
  263. package/skills/characterization-test/templates/test-template.ts +101 -101
  264. package/skills/chub-usage/SKILL.md +139 -139
  265. package/skills/claude-md-guide/SKILL.md +351 -351
  266. package/skills/claude-md-guide/rubrics/anti-patterns.md +88 -88
  267. package/skills/claude-md-guide/templates/claude-md.md +54 -54
  268. package/skills/commerce-patterns/SKILL.md +64 -64
  269. package/skills/commerce-patterns/rubrics/checkout-flow.md +48 -48
  270. package/skills/commerce-patterns/templates/product-schema.md +85 -85
  271. package/skills/commit-push-pr/SKILL.md +77 -77
  272. package/skills/commit-push-pr/agents/change-analyzer.md +55 -55
  273. package/skills/commit-push-pr/agents/message-writer.md +50 -50
  274. package/skills/commit-push-pr/agents/pr-writer.md +58 -58
  275. package/skills/commit-push-pr/agents/reviewer.md +52 -52
  276. package/skills/commit-push-pr/rubrics/commit-message.md +73 -73
  277. package/skills/commit-push-pr/templates/pr-body.md +63 -63
  278. package/skills/context7-usage/SKILL.md +106 -106
  279. package/skills/context7-usage/rubrics/when-to-use.md +50 -50
  280. package/skills/create-prd/SKILL.md +90 -90
  281. package/skills/create-prd/agents/edge-case-finder.md +48 -48
  282. package/skills/create-prd/agents/prioritizer.md +60 -60
  283. package/skills/create-prd/agents/requirements-writer.md +48 -48
  284. package/skills/create-prd/agents/researcher.md +55 -55
  285. package/skills/create-prd/agents/reviewer.md +54 -54
  286. package/skills/create-prd/frameworks/jobs-to-be-done.md +96 -96
  287. package/skills/create-prd/frameworks/rice-scoring.md +97 -97
  288. package/skills/create-prd/orchestrator.md +70 -70
  289. package/skills/create-prd/rubrics/completeness.md +58 -58
  290. package/skills/create-prd/templates/prd.md +139 -139
  291. package/skills/design-audit/SKILL.md +152 -152
  292. package/skills/design-audit/agents/a11y-auditor.md +43 -43
  293. package/skills/design-audit/agents/performance-auditor.md +46 -46
  294. package/skills/design-audit/agents/responsive-auditor.md +46 -46
  295. package/skills/design-audit/agents/scorer.md +47 -47
  296. package/skills/design-audit/agents/slop-detector.md +47 -47
  297. package/skills/design-audit/frameworks/core-web-vitals.md +107 -107
  298. package/skills/design-audit/frameworks/wcag-checklist.md +64 -64
  299. package/skills/design-audit/orchestrator.md +64 -64
  300. package/skills/design-audit/rubrics/ai-slop-patterns.md +83 -83
  301. package/skills/design-audit/rubrics/scoring.md +63 -63
  302. package/skills/design-audit/templates/report.md +88 -88
  303. package/skills/design-critique/SKILL.md +139 -139
  304. package/skills/design-critique/rubrics/ux-heuristics.md +143 -143
  305. package/skills/design-critique/templates/critique-report.md +86 -86
  306. package/skills/design-distill/SKILL.md +130 -130
  307. package/skills/design-distill/templates/design-system.md +132 -132
  308. package/skills/design-normalize/SKILL.md +133 -133
  309. package/skills/design-normalize/rubrics/token-naming.md +117 -117
  310. package/skills/design-normalize/templates/token-audit.md +89 -89
  311. package/skills/design-polish/SKILL.md +131 -131
  312. package/skills/design-polish/rubrics/polish-checklist.md +68 -68
  313. package/skills/design-polish/templates/polish-report.md +64 -64
  314. package/skills/design-teach/SKILL.md +182 -182
  315. package/skills/design-teach/rubrics/brand-personality.md +73 -73
  316. package/skills/design-teach/templates/design-context.json +36 -36
  317. package/skills/devlog/SKILL.md +143 -143
  318. package/skills/e2e-commerce/SKILL.md +62 -62
  319. package/skills/e2e-commerce/templates/test-scenarios.md +170 -170
  320. package/skills/event-comms/SKILL.md +172 -172
  321. package/skills/event-comms/templates/email-invite.md +99 -99
  322. package/skills/event-comms/templates/sns-post.md +133 -133
  323. package/skills/event-ops/SKILL.md +207 -207
  324. package/skills/event-ops/rubrics/contingency.md +85 -85
  325. package/skills/event-ops/templates/d-day-checklist.md +65 -65
  326. package/skills/event-planning/SKILL.md +144 -144
  327. package/skills/event-planning/rubrics/timeline.md +70 -70
  328. package/skills/event-planning/templates/event-plan.md +91 -91
  329. package/skills/exec-plan/SKILL.md +149 -149
  330. package/skills/exec-plan/agents/decomposer.md +47 -47
  331. package/skills/exec-plan/agents/dependency-mapper.md +44 -44
  332. package/skills/exec-plan/agents/estimator.md +43 -43
  333. package/skills/exec-plan/agents/validator.md +55 -55
  334. package/skills/exec-plan/orchestrator.md +70 -70
  335. package/skills/exec-plan/rubrics/complexity-scoring.md +75 -75
  336. package/skills/exec-plan/templates/plan.md +147 -147
  337. package/skills/git-worktree/SKILL.md +73 -73
  338. package/skills/git-worktree/rubrics/when-to-use.md +55 -55
  339. package/skills/handoff/SKILL.md +110 -110
  340. package/skills/handoff/agents/context-summarizer.md +51 -51
  341. package/skills/handoff/agents/document-writer.md +63 -63
  342. package/skills/handoff/agents/state-collector.md +53 -53
  343. package/skills/handoff/agents/verifier.md +48 -48
  344. package/skills/handoff/rubrics/completeness.md +62 -62
  345. package/skills/handoff/templates/handoff.md +107 -107
  346. package/skills/parallel-research/SKILL.md +104 -104
  347. package/skills/parallel-research/agents/best-practices.md +43 -43
  348. package/skills/parallel-research/agents/codebase-patterns.md +46 -46
  349. package/skills/parallel-research/agents/framework-docs.md +45 -45
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  396. package/skills/vercel-react-best-practices/SKILL.md +60 -60
  397. package/skills/vercel-react-best-practices/rubrics/performance.md +82 -82
  398. package/skills/vercel-react-best-practices/rubrics/server-components.md +86 -86
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  427. package/skills/vibe-spec-review/SKILL.md +726 -726
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  480. package/vibe/ui-ux-data/web-interface.csv +31 -31
@@ -1,470 +1,470 @@
1
- # 🎮 GDScript + Godot 4 Quality Rules
2
-
3
- ## Core Principles (inherited from core)
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-
5
- ```markdown
6
- ✅ Single Responsibility (SRP)
7
- ✅ Don't Repeat Yourself (DRY)
8
- ✅ Reusability
9
- ✅ Low Complexity
10
- ✅ Functions ≤ 30 lines
11
- ✅ Nesting ≤ 3 levels
12
- ✅ Cyclomatic complexity ≤ 10
13
- ```
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-
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- ## Godot Architecture
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-
17
- ```
18
- ┌─────────────────────────────────────────────┐
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- │ Node (Scene Tree Building Block) │
20
- │ - Composition over inheritance │
21
- │ - Signals for communication │
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- ├─────────────────────────────────────────────┤
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- │ Scene (Reusable Node Tree) │
24
- │ - Prefab equivalent │
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- │ - Instantiate at runtime │
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- ├─────────────────────────────────────────────┤
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- │ Autoload (Singleton) │
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- │ - Global state, managers │
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- │ - Use sparingly │
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- └─────────────────────────────────────────────┘
31
- ```
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-
33
- ## GDScript 2.0 Patterns (Godot 4)
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-
35
- ### 1. Type Annotations (Always Use)
36
-
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- ```gdscript
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- # ✅ Typed GDScript
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- extends CharacterBody2D
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- class_name Player
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-
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- @export var speed: float = 200.0
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- @export var jump_force: float = 400.0
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-
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- var health: int = 100
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- var is_dead: bool = false
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- var inventory: Array[Item] = []
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- var stats: Dictionary = {}
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-
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- func take_damage(amount: int) -> void:
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- health -= amount
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- if health <= 0:
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- die()
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-
55
- func get_damage_multiplier() -> float:
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- return 1.0 + (stats.get("strength", 0) * 0.1)
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-
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- # ❌ Untyped (avoid)
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- var speed = 200
60
- func take_damage(amount):
61
- pass
62
- ```
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-
64
- ### 2. Signal Pattern
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-
66
- ```gdscript
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- # ✅ Signal definitions
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- extends Node
69
- class_name Player
70
-
71
- signal health_changed(new_health: int, max_health: int)
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- signal died
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- signal item_collected(item: Item)
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- signal level_up(new_level: int)
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-
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- @export var max_health: int = 100
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- var _health: int = max_health
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-
79
- var health: int:
80
- get:
81
- return _health
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- set(value):
83
- var old_health := _health
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- _health = clampi(value, 0, max_health)
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- if _health != old_health:
86
- health_changed.emit(_health, max_health)
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- if _health <= 0 and old_health > 0:
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- died.emit()
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-
90
- func _ready() -> void:
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- # Connect signals
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- health_changed.connect(_on_health_changed)
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- died.connect(_on_died)
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-
95
- func _on_health_changed(new_health: int, _max: int) -> void:
96
- print("Health: %d" % new_health)
97
-
98
- func _on_died() -> void:
99
- queue_free()
100
- ```
101
-
102
- ### 3. State Machine Pattern
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-
104
- ```gdscript
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- # state_machine.gd
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- extends Node
107
- class_name StateMachine
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-
109
- signal state_changed(from_state: String, to_state: String)
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-
111
- @export var initial_state: State
112
- var current_state: State
113
- var states: Dictionary = {}
114
-
115
- func _ready() -> void:
116
- for child in get_children():
117
- if child is State:
118
- states[child.name.to_lower()] = child
119
- child.state_machine = self
120
-
121
- if initial_state:
122
- current_state = initial_state
123
- current_state.enter()
124
-
125
- func _process(delta: float) -> void:
126
- if current_state:
127
- current_state.update(delta)
128
-
129
- func _physics_process(delta: float) -> void:
130
- if current_state:
131
- current_state.physics_update(delta)
132
-
133
- func change_state(new_state_name: String) -> void:
134
- var new_state: State = states.get(new_state_name.to_lower())
135
- if not new_state:
136
- push_error("State not found: " + new_state_name)
137
- return
138
-
139
- if current_state:
140
- current_state.exit()
141
-
142
- var old_state_name := current_state.name if current_state else ""
143
- current_state = new_state
144
- current_state.enter()
145
- state_changed.emit(old_state_name, new_state_name)
146
-
147
- # state.gd
148
- extends Node
149
- class_name State
150
-
151
- var state_machine: StateMachine
152
-
153
- func enter() -> void:
154
- pass
155
-
156
- func exit() -> void:
157
- pass
158
-
159
- func update(_delta: float) -> void:
160
- pass
161
-
162
- func physics_update(_delta: float) -> void:
163
- pass
164
-
165
- # player_idle_state.gd
166
- extends State
167
-
168
- @onready var player: Player = owner
169
-
170
- func enter() -> void:
171
- player.animation_player.play("idle")
172
-
173
- func update(_delta: float) -> void:
174
- if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right"):
175
- state_machine.change_state("walk")
176
-
177
- if Input.is_action_just_pressed("jump"):
178
- state_machine.change_state("jump")
179
- ```
180
-
181
- ### 4. Object Pool Pattern
182
-
183
- ```gdscript
184
- # object_pool.gd
185
- extends Node
186
- class_name ObjectPool
187
-
188
- @export var scene: PackedScene
189
- @export var initial_size: int = 10
190
- @export var max_size: int = 50
191
-
192
- var _pool: Array[Node] = []
193
- var _active: Array[Node] = []
194
-
195
- func _ready() -> void:
196
- for i in initial_size:
197
- _create_instance()
198
-
199
- func get_object() -> Node:
200
- var obj: Node
201
-
202
- if _pool.is_empty():
203
- if _active.size() < max_size:
204
- obj = _create_instance()
205
- else:
206
- push_warning("Pool exhausted")
207
- return null
208
- else:
209
- obj = _pool.pop_back()
210
-
211
- _active.append(obj)
212
- obj.set_process(true)
213
- obj.set_physics_process(true)
214
- obj.show()
215
-
216
- return obj
217
-
218
- func return_object(obj: Node) -> void:
219
- if obj not in _active:
220
- return
221
-
222
- _active.erase(obj)
223
- _pool.append(obj)
224
- obj.set_process(false)
225
- obj.set_physics_process(false)
226
- obj.hide()
227
-
228
- if obj.has_method("reset"):
229
- obj.reset()
230
-
231
- func _create_instance() -> Node:
232
- var obj := scene.instantiate()
233
- add_child(obj)
234
- obj.set_process(false)
235
- obj.set_physics_process(false)
236
- obj.hide()
237
- _pool.append(obj)
238
- return obj
239
- ```
240
-
241
- ### 5. Resource Pattern (Data Containers)
242
-
243
- ```gdscript
244
- # item_data.gd
245
- extends Resource
246
- class_name ItemData
247
-
248
- @export var id: String
249
- @export var name: String
250
- @export var description: String
251
- @export var icon: Texture2D
252
- @export var max_stack: int = 99
253
- @export var value: int = 0
254
- @export_category("Combat")
255
- @export var damage: int = 0
256
- @export var defense: int = 0
257
-
258
- func get_tooltip() -> String:
259
- var text := "[b]%s[/b]\n%s" % [name, description]
260
- if damage > 0:
261
- text += "\n[color=red]Damage: %d[/color]" % damage
262
- if defense > 0:
263
- text += "\n[color=blue]Defense: %d[/color]" % defense
264
- return text
265
-
266
- # weapon_data.gd
267
- extends ItemData
268
- class_name WeaponData
269
-
270
- @export var attack_speed: float = 1.0
271
- @export var range: float = 50.0
272
- @export var projectile_scene: PackedScene
273
- ```
274
-
275
- ### 6. Component Pattern
276
-
277
- ```gdscript
278
- # health_component.gd
279
- extends Node
280
- class_name HealthComponent
281
-
282
- signal health_changed(current: int, maximum: int)
283
- signal died
284
- signal damage_taken(amount: int)
285
- signal healed(amount: int)
286
-
287
- @export var max_health: int = 100
288
- @export var invincibility_time: float = 0.5
289
-
290
- var current_health: int
291
- var _invincible: bool = false
292
-
293
- func _ready() -> void:
294
- current_health = max_health
295
-
296
- func take_damage(amount: int, ignore_invincibility: bool = false) -> void:
297
- if _invincible and not ignore_invincibility:
298
- return
299
-
300
- var actual_damage := mini(amount, current_health)
301
- current_health -= actual_damage
302
- damage_taken.emit(actual_damage)
303
- health_changed.emit(current_health, max_health)
304
-
305
- if current_health <= 0:
306
- died.emit()
307
- elif invincibility_time > 0:
308
- _start_invincibility()
309
-
310
- func heal(amount: int) -> void:
311
- var actual_heal := mini(amount, max_health - current_health)
312
- current_health += actual_heal
313
- healed.emit(actual_heal)
314
- health_changed.emit(current_health, max_health)
315
-
316
- func _start_invincibility() -> void:
317
- _invincible = true
318
- await get_tree().create_timer(invincibility_time).timeout
319
- _invincible = false
320
-
321
- # Usage
322
- # var health_comp := $HealthComponent as HealthComponent
323
- # health_comp.died.connect(_on_died)
324
- # health_comp.take_damage(10)
325
- ```
326
-
327
- ### 7. Autoload (Singleton) Pattern
328
-
329
- ```gdscript
330
- # game_manager.gd (Autoload)
331
- extends Node
332
-
333
- signal game_paused
334
- signal game_resumed
335
- signal score_changed(new_score: int)
336
-
337
- var score: int = 0:
338
- set(value):
339
- score = value
340
- score_changed.emit(score)
341
-
342
- var is_paused: bool = false
343
-
344
- func pause_game() -> void:
345
- get_tree().paused = true
346
- is_paused = true
347
- game_paused.emit()
348
-
349
- func resume_game() -> void:
350
- get_tree().paused = false
351
- is_paused = false
352
- game_resumed.emit()
353
-
354
- func toggle_pause() -> void:
355
- if is_paused:
356
- resume_game()
357
- else:
358
- pause_game()
359
-
360
- func add_score(amount: int) -> void:
361
- score += amount
362
-
363
- func reset() -> void:
364
- score = 0
365
- is_paused = false
366
-
367
- # audio_manager.gd (Autoload)
368
- extends Node
369
-
370
- @onready var music_player: AudioStreamPlayer = $MusicPlayer
371
- @onready var sfx_players: Array[AudioStreamPlayer] = [$SFX1, $SFX2, $SFX3, $SFX4]
372
-
373
- var _sfx_index: int = 0
374
-
375
- func play_music(stream: AudioStream, volume_db: float = 0.0) -> void:
376
- music_player.stream = stream
377
- music_player.volume_db = volume_db
378
- music_player.play()
379
-
380
- func play_sfx(stream: AudioStream, volume_db: float = 0.0) -> void:
381
- var player := sfx_players[_sfx_index]
382
- player.stream = stream
383
- player.volume_db = volume_db
384
- player.play()
385
- _sfx_index = (_sfx_index + 1) % sfx_players.size()
386
- ```
387
-
388
- ### 8. Input Handling
389
-
390
- ```gdscript
391
- # player_controller.gd
392
- extends CharacterBody2D
393
- class_name PlayerController
394
-
395
- @export var speed: float = 200.0
396
- @export var acceleration: float = 1000.0
397
- @export var friction: float = 800.0
398
- @export var jump_force: float = 400.0
399
-
400
- var _input_direction: Vector2 = Vector2.ZERO
401
-
402
- func _process(_delta: float) -> void:
403
- _input_direction = Input.get_vector(
404
- "move_left", "move_right",
405
- "move_up", "move_down"
406
- )
407
-
408
- func _physics_process(delta: float) -> void:
409
- # Horizontal movement
410
- if _input_direction.x != 0:
411
- velocity.x = move_toward(
412
- velocity.x,
413
- _input_direction.x * speed,
414
- acceleration * delta
415
- )
416
- else:
417
- velocity.x = move_toward(velocity.x, 0, friction * delta)
418
-
419
- # Gravity
420
- if not is_on_floor():
421
- velocity.y += get_gravity().y * delta
422
-
423
- # Jump
424
- if Input.is_action_just_pressed("jump") and is_on_floor():
425
- velocity.y = -jump_force
426
-
427
- move_and_slide()
428
- ```
429
-
430
- ## Project Structure
431
-
432
- ```
433
- project/
434
- ├── project.godot
435
- ├── addons/
436
- ├── assets/
437
- │ ├── sprites/
438
- │ ├── audio/
439
- │ └── fonts/
440
- ├── scenes/
441
- │ ├── main.tscn
442
- │ ├── levels/
443
- │ ├── ui/
444
- │ └── entities/
445
- │ ├── player/
446
- │ │ ├── player.tscn
447
- │ │ └── player.gd
448
- │ └── enemies/
449
- ├── scripts/
450
- │ ├── autoloads/
451
- │ ├── components/
452
- │ ├── resources/
453
- │ └── state_machine/
454
- └── resources/
455
- ├── items/
456
- └── characters/
457
- ```
458
-
459
- ## Checklist
460
-
461
- - [ ] Use type annotations everywhere
462
- - [ ] Use signals for decoupled communication
463
- - [ ] Prefer composition over inheritance
464
- - [ ] Use Resources for data
465
- - [ ] Use Object Pools for frequently spawned objects
466
- - [ ] Implement State Machine for complex behaviors
467
- - [ ] Use Components for reusable functionality
468
- - [ ] Minimize Autoloads (singletons)
469
- - [ ] Cache node references with @onready
470
- - [ ] Handle input in _process, physics in _physics_process
1
+ # 🎮 GDScript + Godot 4 Quality Rules
2
+
3
+ ## Core Principles (inherited from core)
4
+
5
+ ```markdown
6
+ ✅ Single Responsibility (SRP)
7
+ ✅ Don't Repeat Yourself (DRY)
8
+ ✅ Reusability
9
+ ✅ Low Complexity
10
+ ✅ Functions ≤ 30 lines
11
+ ✅ Nesting ≤ 3 levels
12
+ ✅ Cyclomatic complexity ≤ 10
13
+ ```
14
+
15
+ ## Godot Architecture
16
+
17
+ ```
18
+ ┌─────────────────────────────────────────────┐
19
+ │ Node (Scene Tree Building Block) │
20
+ │ - Composition over inheritance │
21
+ │ - Signals for communication │
22
+ ├─────────────────────────────────────────────┤
23
+ │ Scene (Reusable Node Tree) │
24
+ │ - Prefab equivalent │
25
+ │ - Instantiate at runtime │
26
+ ├─────────────────────────────────────────────┤
27
+ │ Autoload (Singleton) │
28
+ │ - Global state, managers │
29
+ │ - Use sparingly │
30
+ └─────────────────────────────────────────────┘
31
+ ```
32
+
33
+ ## GDScript 2.0 Patterns (Godot 4)
34
+
35
+ ### 1. Type Annotations (Always Use)
36
+
37
+ ```gdscript
38
+ # ✅ Typed GDScript
39
+ extends CharacterBody2D
40
+ class_name Player
41
+
42
+ @export var speed: float = 200.0
43
+ @export var jump_force: float = 400.0
44
+
45
+ var health: int = 100
46
+ var is_dead: bool = false
47
+ var inventory: Array[Item] = []
48
+ var stats: Dictionary = {}
49
+
50
+ func take_damage(amount: int) -> void:
51
+ health -= amount
52
+ if health <= 0:
53
+ die()
54
+
55
+ func get_damage_multiplier() -> float:
56
+ return 1.0 + (stats.get("strength", 0) * 0.1)
57
+
58
+ # ❌ Untyped (avoid)
59
+ var speed = 200
60
+ func take_damage(amount):
61
+ pass
62
+ ```
63
+
64
+ ### 2. Signal Pattern
65
+
66
+ ```gdscript
67
+ # ✅ Signal definitions
68
+ extends Node
69
+ class_name Player
70
+
71
+ signal health_changed(new_health: int, max_health: int)
72
+ signal died
73
+ signal item_collected(item: Item)
74
+ signal level_up(new_level: int)
75
+
76
+ @export var max_health: int = 100
77
+ var _health: int = max_health
78
+
79
+ var health: int:
80
+ get:
81
+ return _health
82
+ set(value):
83
+ var old_health := _health
84
+ _health = clampi(value, 0, max_health)
85
+ if _health != old_health:
86
+ health_changed.emit(_health, max_health)
87
+ if _health <= 0 and old_health > 0:
88
+ died.emit()
89
+
90
+ func _ready() -> void:
91
+ # Connect signals
92
+ health_changed.connect(_on_health_changed)
93
+ died.connect(_on_died)
94
+
95
+ func _on_health_changed(new_health: int, _max: int) -> void:
96
+ print("Health: %d" % new_health)
97
+
98
+ func _on_died() -> void:
99
+ queue_free()
100
+ ```
101
+
102
+ ### 3. State Machine Pattern
103
+
104
+ ```gdscript
105
+ # state_machine.gd
106
+ extends Node
107
+ class_name StateMachine
108
+
109
+ signal state_changed(from_state: String, to_state: String)
110
+
111
+ @export var initial_state: State
112
+ var current_state: State
113
+ var states: Dictionary = {}
114
+
115
+ func _ready() -> void:
116
+ for child in get_children():
117
+ if child is State:
118
+ states[child.name.to_lower()] = child
119
+ child.state_machine = self
120
+
121
+ if initial_state:
122
+ current_state = initial_state
123
+ current_state.enter()
124
+
125
+ func _process(delta: float) -> void:
126
+ if current_state:
127
+ current_state.update(delta)
128
+
129
+ func _physics_process(delta: float) -> void:
130
+ if current_state:
131
+ current_state.physics_update(delta)
132
+
133
+ func change_state(new_state_name: String) -> void:
134
+ var new_state: State = states.get(new_state_name.to_lower())
135
+ if not new_state:
136
+ push_error("State not found: " + new_state_name)
137
+ return
138
+
139
+ if current_state:
140
+ current_state.exit()
141
+
142
+ var old_state_name := current_state.name if current_state else ""
143
+ current_state = new_state
144
+ current_state.enter()
145
+ state_changed.emit(old_state_name, new_state_name)
146
+
147
+ # state.gd
148
+ extends Node
149
+ class_name State
150
+
151
+ var state_machine: StateMachine
152
+
153
+ func enter() -> void:
154
+ pass
155
+
156
+ func exit() -> void:
157
+ pass
158
+
159
+ func update(_delta: float) -> void:
160
+ pass
161
+
162
+ func physics_update(_delta: float) -> void:
163
+ pass
164
+
165
+ # player_idle_state.gd
166
+ extends State
167
+
168
+ @onready var player: Player = owner
169
+
170
+ func enter() -> void:
171
+ player.animation_player.play("idle")
172
+
173
+ func update(_delta: float) -> void:
174
+ if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right"):
175
+ state_machine.change_state("walk")
176
+
177
+ if Input.is_action_just_pressed("jump"):
178
+ state_machine.change_state("jump")
179
+ ```
180
+
181
+ ### 4. Object Pool Pattern
182
+
183
+ ```gdscript
184
+ # object_pool.gd
185
+ extends Node
186
+ class_name ObjectPool
187
+
188
+ @export var scene: PackedScene
189
+ @export var initial_size: int = 10
190
+ @export var max_size: int = 50
191
+
192
+ var _pool: Array[Node] = []
193
+ var _active: Array[Node] = []
194
+
195
+ func _ready() -> void:
196
+ for i in initial_size:
197
+ _create_instance()
198
+
199
+ func get_object() -> Node:
200
+ var obj: Node
201
+
202
+ if _pool.is_empty():
203
+ if _active.size() < max_size:
204
+ obj = _create_instance()
205
+ else:
206
+ push_warning("Pool exhausted")
207
+ return null
208
+ else:
209
+ obj = _pool.pop_back()
210
+
211
+ _active.append(obj)
212
+ obj.set_process(true)
213
+ obj.set_physics_process(true)
214
+ obj.show()
215
+
216
+ return obj
217
+
218
+ func return_object(obj: Node) -> void:
219
+ if obj not in _active:
220
+ return
221
+
222
+ _active.erase(obj)
223
+ _pool.append(obj)
224
+ obj.set_process(false)
225
+ obj.set_physics_process(false)
226
+ obj.hide()
227
+
228
+ if obj.has_method("reset"):
229
+ obj.reset()
230
+
231
+ func _create_instance() -> Node:
232
+ var obj := scene.instantiate()
233
+ add_child(obj)
234
+ obj.set_process(false)
235
+ obj.set_physics_process(false)
236
+ obj.hide()
237
+ _pool.append(obj)
238
+ return obj
239
+ ```
240
+
241
+ ### 5. Resource Pattern (Data Containers)
242
+
243
+ ```gdscript
244
+ # item_data.gd
245
+ extends Resource
246
+ class_name ItemData
247
+
248
+ @export var id: String
249
+ @export var name: String
250
+ @export var description: String
251
+ @export var icon: Texture2D
252
+ @export var max_stack: int = 99
253
+ @export var value: int = 0
254
+ @export_category("Combat")
255
+ @export var damage: int = 0
256
+ @export var defense: int = 0
257
+
258
+ func get_tooltip() -> String:
259
+ var text := "[b]%s[/b]\n%s" % [name, description]
260
+ if damage > 0:
261
+ text += "\n[color=red]Damage: %d[/color]" % damage
262
+ if defense > 0:
263
+ text += "\n[color=blue]Defense: %d[/color]" % defense
264
+ return text
265
+
266
+ # weapon_data.gd
267
+ extends ItemData
268
+ class_name WeaponData
269
+
270
+ @export var attack_speed: float = 1.0
271
+ @export var range: float = 50.0
272
+ @export var projectile_scene: PackedScene
273
+ ```
274
+
275
+ ### 6. Component Pattern
276
+
277
+ ```gdscript
278
+ # health_component.gd
279
+ extends Node
280
+ class_name HealthComponent
281
+
282
+ signal health_changed(current: int, maximum: int)
283
+ signal died
284
+ signal damage_taken(amount: int)
285
+ signal healed(amount: int)
286
+
287
+ @export var max_health: int = 100
288
+ @export var invincibility_time: float = 0.5
289
+
290
+ var current_health: int
291
+ var _invincible: bool = false
292
+
293
+ func _ready() -> void:
294
+ current_health = max_health
295
+
296
+ func take_damage(amount: int, ignore_invincibility: bool = false) -> void:
297
+ if _invincible and not ignore_invincibility:
298
+ return
299
+
300
+ var actual_damage := mini(amount, current_health)
301
+ current_health -= actual_damage
302
+ damage_taken.emit(actual_damage)
303
+ health_changed.emit(current_health, max_health)
304
+
305
+ if current_health <= 0:
306
+ died.emit()
307
+ elif invincibility_time > 0:
308
+ _start_invincibility()
309
+
310
+ func heal(amount: int) -> void:
311
+ var actual_heal := mini(amount, max_health - current_health)
312
+ current_health += actual_heal
313
+ healed.emit(actual_heal)
314
+ health_changed.emit(current_health, max_health)
315
+
316
+ func _start_invincibility() -> void:
317
+ _invincible = true
318
+ await get_tree().create_timer(invincibility_time).timeout
319
+ _invincible = false
320
+
321
+ # Usage
322
+ # var health_comp := $HealthComponent as HealthComponent
323
+ # health_comp.died.connect(_on_died)
324
+ # health_comp.take_damage(10)
325
+ ```
326
+
327
+ ### 7. Autoload (Singleton) Pattern
328
+
329
+ ```gdscript
330
+ # game_manager.gd (Autoload)
331
+ extends Node
332
+
333
+ signal game_paused
334
+ signal game_resumed
335
+ signal score_changed(new_score: int)
336
+
337
+ var score: int = 0:
338
+ set(value):
339
+ score = value
340
+ score_changed.emit(score)
341
+
342
+ var is_paused: bool = false
343
+
344
+ func pause_game() -> void:
345
+ get_tree().paused = true
346
+ is_paused = true
347
+ game_paused.emit()
348
+
349
+ func resume_game() -> void:
350
+ get_tree().paused = false
351
+ is_paused = false
352
+ game_resumed.emit()
353
+
354
+ func toggle_pause() -> void:
355
+ if is_paused:
356
+ resume_game()
357
+ else:
358
+ pause_game()
359
+
360
+ func add_score(amount: int) -> void:
361
+ score += amount
362
+
363
+ func reset() -> void:
364
+ score = 0
365
+ is_paused = false
366
+
367
+ # audio_manager.gd (Autoload)
368
+ extends Node
369
+
370
+ @onready var music_player: AudioStreamPlayer = $MusicPlayer
371
+ @onready var sfx_players: Array[AudioStreamPlayer] = [$SFX1, $SFX2, $SFX3, $SFX4]
372
+
373
+ var _sfx_index: int = 0
374
+
375
+ func play_music(stream: AudioStream, volume_db: float = 0.0) -> void:
376
+ music_player.stream = stream
377
+ music_player.volume_db = volume_db
378
+ music_player.play()
379
+
380
+ func play_sfx(stream: AudioStream, volume_db: float = 0.0) -> void:
381
+ var player := sfx_players[_sfx_index]
382
+ player.stream = stream
383
+ player.volume_db = volume_db
384
+ player.play()
385
+ _sfx_index = (_sfx_index + 1) % sfx_players.size()
386
+ ```
387
+
388
+ ### 8. Input Handling
389
+
390
+ ```gdscript
391
+ # player_controller.gd
392
+ extends CharacterBody2D
393
+ class_name PlayerController
394
+
395
+ @export var speed: float = 200.0
396
+ @export var acceleration: float = 1000.0
397
+ @export var friction: float = 800.0
398
+ @export var jump_force: float = 400.0
399
+
400
+ var _input_direction: Vector2 = Vector2.ZERO
401
+
402
+ func _process(_delta: float) -> void:
403
+ _input_direction = Input.get_vector(
404
+ "move_left", "move_right",
405
+ "move_up", "move_down"
406
+ )
407
+
408
+ func _physics_process(delta: float) -> void:
409
+ # Horizontal movement
410
+ if _input_direction.x != 0:
411
+ velocity.x = move_toward(
412
+ velocity.x,
413
+ _input_direction.x * speed,
414
+ acceleration * delta
415
+ )
416
+ else:
417
+ velocity.x = move_toward(velocity.x, 0, friction * delta)
418
+
419
+ # Gravity
420
+ if not is_on_floor():
421
+ velocity.y += get_gravity().y * delta
422
+
423
+ # Jump
424
+ if Input.is_action_just_pressed("jump") and is_on_floor():
425
+ velocity.y = -jump_force
426
+
427
+ move_and_slide()
428
+ ```
429
+
430
+ ## Project Structure
431
+
432
+ ```
433
+ project/
434
+ ├── project.godot
435
+ ├── addons/
436
+ ├── assets/
437
+ │ ├── sprites/
438
+ │ ├── audio/
439
+ │ └── fonts/
440
+ ├── scenes/
441
+ │ ├── main.tscn
442
+ │ ├── levels/
443
+ │ ├── ui/
444
+ │ └── entities/
445
+ │ ├── player/
446
+ │ │ ├── player.tscn
447
+ │ │ └── player.gd
448
+ │ └── enemies/
449
+ ├── scripts/
450
+ │ ├── autoloads/
451
+ │ ├── components/
452
+ │ ├── resources/
453
+ │ └── state_machine/
454
+ └── resources/
455
+ ├── items/
456
+ └── characters/
457
+ ```
458
+
459
+ ## Checklist
460
+
461
+ - [ ] Use type annotations everywhere
462
+ - [ ] Use signals for decoupled communication
463
+ - [ ] Prefer composition over inheritance
464
+ - [ ] Use Resources for data
465
+ - [ ] Use Object Pools for frequently spawned objects
466
+ - [ ] Implement State Machine for complex behaviors
467
+ - [ ] Use Components for reusable functionality
468
+ - [ ] Minimize Autoloads (singletons)
469
+ - [ ] Cache node references with @onready
470
+ - [ ] Handle input in _process, physics in _physics_process