claude-code-arcane 1.0.0

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Files changed (1778) hide show
  1. package/CHANGELOG.md +100 -0
  2. package/LICENSE +26 -0
  3. package/README.md +372 -0
  4. package/agents/ai/ai-architect.md +80 -0
  5. package/agents/ai/data-engineer.md +66 -0
  6. package/agents/ai/data-scientist.md +58 -0
  7. package/agents/ai/ml-engineer.md +61 -0
  8. package/agents/business/business-ops-lead.md +64 -0
  9. package/agents/business/financial-analyst.md +62 -0
  10. package/agents/business/sales-engineer.md +74 -0
  11. package/agents/clevel/ceo-advisor.md +64 -0
  12. package/agents/clevel/cfo-advisor.md +63 -0
  13. package/agents/clevel/chief-of-staff.md +60 -0
  14. package/agents/clevel/cmo-advisor.md +67 -0
  15. package/agents/clevel/coo-advisor.md +79 -0
  16. package/agents/clevel/cto-advisor.md +72 -0
  17. package/agents/devops/cloud-architect.md +52 -0
  18. package/agents/devops/platform-lead.md +72 -0
  19. package/agents/devops/sre-lead.md +100 -0
  20. package/agents/engineering/android-engineer.md +78 -0
  21. package/agents/engineering/backend-architect.md +127 -0
  22. package/agents/engineering/database-architect.md +138 -0
  23. package/agents/engineering/flutter-engineer.md +75 -0
  24. package/agents/engineering/frontend-architect.md +138 -0
  25. package/agents/engineering/go-engineer.md +102 -0
  26. package/agents/engineering/ios-engineer.md +76 -0
  27. package/agents/engineering/node-engineer.md +107 -0
  28. package/agents/engineering/react-engineer.md +109 -0
  29. package/agents/engineering/react-native-engineer.md +112 -0
  30. package/agents/engineering/sql-specialist.md +106 -0
  31. package/agents/game/accessibility-specialist.md +150 -0
  32. package/agents/game/ai-programmer.md +95 -0
  33. package/agents/game/analytics-engineer.md +101 -0
  34. package/agents/game/art-director.md +64 -0
  35. package/agents/game/economy-designer.md +143 -0
  36. package/agents/game/game-designer.md +70 -0
  37. package/agents/game/gameplay-programmer.md +133 -0
  38. package/agents/game/lead-programmer.md +62 -0
  39. package/agents/game/level-designer.md +115 -0
  40. package/agents/game/live-ops-designer.md +184 -0
  41. package/agents/game/narrative-director.md +60 -0
  42. package/agents/game/network-programmer.md +98 -0
  43. package/agents/game/performance-analyst.md +112 -0
  44. package/agents/game/qa-lead.md +65 -0
  45. package/agents/game/qa-tester-gamedev.md +230 -0
  46. package/agents/game/release-manager.md +65 -0
  47. package/agents/game/sound-designer.md +85 -0
  48. package/agents/game/systems-designer.md +157 -0
  49. package/agents/game/technical-artist.md +108 -0
  50. package/agents/game/technical-director.md +74 -0
  51. package/agents/game/ue-replication-specialist.md +143 -0
  52. package/agents/game/unity-shader-specialist.md +178 -0
  53. package/agents/game/unity-specialist.md +184 -0
  54. package/agents/game/unreal-specialist.md +172 -0
  55. package/agents/game/ux-designer.md +112 -0
  56. package/agents/game/world-builder.md +111 -0
  57. package/agents/game/writer.md +104 -0
  58. package/agents/integrations/api-tools-specialist.md +209 -0
  59. package/agents/integrations/comms-tools-specialist.md +159 -0
  60. package/agents/integrations/design-tools-specialist.md +129 -0
  61. package/agents/integrations/docs-tools-specialist.md +116 -0
  62. package/agents/integrations/integrations-architect.md +144 -0
  63. package/agents/integrations/project-tools-specialist.md +129 -0
  64. package/agents/management/delivery-manager.md +105 -0
  65. package/agents/management/program-director.md +55 -0
  66. package/agents/management/project-manager.md +126 -0
  67. package/agents/management/scrum-master.md +96 -0
  68. package/agents/marketing/content-lead.md +74 -0
  69. package/agents/marketing/growth-lead.md +72 -0
  70. package/agents/marketing/marketing-analyst.md +89 -0
  71. package/agents/marketing/marketing-director.md +75 -0
  72. package/agents/marketing/seo-lead.md +80 -0
  73. package/agents/product/chief-product-officer.md +79 -0
  74. package/agents/product/design-system-lead.md +76 -0
  75. package/agents/product/product-manager.md +132 -0
  76. package/agents/product/ui-lead.md +73 -0
  77. package/agents/product/ux-lead.md +103 -0
  78. package/agents/quality/qa-director.md +121 -0
  79. package/agents/quality/qa-engineer.md +92 -0
  80. package/agents/quality/security-architect.md +144 -0
  81. package/agents/regulatory/compliance-officer.md +88 -0
  82. package/agents/regulatory/quality-manager.md +90 -0
  83. package/agents/regulatory/regulatory-director.md +92 -0
  84. package/agents/visualnovel/vn-comfyui-artist.md +91 -0
  85. package/agents/visualnovel/vn-narrative-director.md +86 -0
  86. package/agents/visualnovel/vn-producer.md +108 -0
  87. package/agents/visualnovel/vn-renpy-developer.md +118 -0
  88. package/agents/visualnovel/vn-scene-director.md +98 -0
  89. package/agents/visualnovel/vn-ui-designer.md +97 -0
  90. package/dist/cli.js +2352 -0
  91. package/docs/SKILLS-CATALOG.md +457 -0
  92. package/docs/USER-GUIDE.md +543 -0
  93. package/docs/agent-hierarchy.md +133 -0
  94. package/docs/coding-standards.md +135 -0
  95. package/docs/collaborative-design.md +439 -0
  96. package/docs/context-management.md +200 -0
  97. package/docs/coordination-rules.md +164 -0
  98. package/docs/directory-structure.md +156 -0
  99. package/docs/division-structure.md +135 -0
  100. package/docs/gamedev/coding-standards.md +184 -0
  101. package/docs/gates/README.md +169 -0
  102. package/docs/gates/gamedev-gates.md +509 -0
  103. package/docs/gates/software-gates.md +449 -0
  104. package/docs/software/coding-standards.md +165 -0
  105. package/docs/technical-preferences.md +61 -0
  106. package/docs/templates/accessibility-requirements.md +331 -0
  107. package/docs/templates/architecture-decision-record.md +177 -0
  108. package/docs/templates/architecture-doc-from-code.md +266 -0
  109. package/docs/templates/architecture-traceability.md +101 -0
  110. package/docs/templates/changelog-template.md +62 -0
  111. package/docs/templates/collaborative-protocols/design-agent-protocol.md +157 -0
  112. package/docs/templates/collaborative-protocols/implementation-agent-protocol.md +160 -0
  113. package/docs/templates/collaborative-protocols/leadership-agent-protocol.md +181 -0
  114. package/docs/templates/design-doc-from-implementation.md +204 -0
  115. package/docs/templates/incident-response.md +135 -0
  116. package/docs/templates/interaction-pattern-library.md +1089 -0
  117. package/docs/templates/milestone-definition.md +79 -0
  118. package/docs/templates/post-mortem.md +69 -0
  119. package/docs/templates/prd.md +222 -0
  120. package/docs/templates/project-stage-report.md +218 -0
  121. package/docs/templates/release-checklist-template.md +125 -0
  122. package/docs/templates/release-notes.md +103 -0
  123. package/docs/templates/rfc.md +256 -0
  124. package/docs/templates/risk-register-entry.md +58 -0
  125. package/docs/templates/skill-test-spec.md +96 -0
  126. package/docs/templates/sprint-plan.md +75 -0
  127. package/docs/templates/technical-design-document.md +98 -0
  128. package/docs/templates/test-evidence.md +86 -0
  129. package/docs/templates/test-plan.md +151 -0
  130. package/docs/templates/ux-spec.md +544 -0
  131. package/hooks/check-update.sh +82 -0
  132. package/hooks/detect-division.sh +28 -0
  133. package/hooks/detect-gaps.sh +230 -0
  134. package/hooks/log-agent-stop.sh +7 -0
  135. package/hooks/log-agent.sh +7 -0
  136. package/hooks/notify.sh +7 -0
  137. package/hooks/post-compact.sh +7 -0
  138. package/hooks/pre-compact.sh +7 -0
  139. package/hooks/session-start.sh +78 -0
  140. package/hooks/session-stop.sh +7 -0
  141. package/hooks/statusline.sh +98 -0
  142. package/hooks/validate-assets.sh +10 -0
  143. package/hooks/validate-commit.sh +24 -0
  144. package/hooks/validate-push.sh +21 -0
  145. package/hooks/validate-secrets.sh +23 -0
  146. package/hooks/validate-skill-change.sh +19 -0
  147. package/package.json +63 -0
  148. package/profiles/agile.yaml +60 -0
  149. package/profiles/ai.yaml +27 -0
  150. package/profiles/android-native.yaml +36 -0
  151. package/profiles/backend-go.yaml +56 -0
  152. package/profiles/backend-ts.yaml +59 -0
  153. package/profiles/business.yaml +24 -0
  154. package/profiles/clevel.yaml +48 -0
  155. package/profiles/clickup.yaml +21 -0
  156. package/profiles/core.yaml +83 -0
  157. package/profiles/database.yaml +28 -0
  158. package/profiles/design.yaml +30 -0
  159. package/profiles/docs.yaml +31 -0
  160. package/profiles/finance.yaml +23 -0
  161. package/profiles/flutter.yaml +37 -0
  162. package/profiles/frontend.yaml +39 -0
  163. package/profiles/infra.yaml +47 -0
  164. package/profiles/integrations.yaml +23 -0
  165. package/profiles/ios-native.yaml +37 -0
  166. package/profiles/jira.yaml +21 -0
  167. package/profiles/marketing.yaml +64 -0
  168. package/profiles/mobile.yaml +39 -0
  169. package/profiles/regulatory.yaml +33 -0
  170. package/profiles/security.yaml +30 -0
  171. package/profiles/self-improving.yaml +22 -0
  172. package/profiles/statusline.yaml +21 -0
  173. package/profiles/testing.yaml +32 -0
  174. package/profiles/unity-design.yaml +37 -0
  175. package/profiles/unity-dev.yaml +44 -0
  176. package/profiles/visual-novel.yaml +54 -0
  177. package/rules/ai-code.md +60 -0
  178. package/rules/api-code.md +41 -0
  179. package/rules/backend-code.md +35 -0
  180. package/rules/data-files.md +58 -0
  181. package/rules/frontend-code.md +35 -0
  182. package/rules/gamedev/ai-code.md +15 -0
  183. package/rules/gamedev/design-docs.md +18 -0
  184. package/rules/gamedev/engine-code.md +41 -0
  185. package/rules/gamedev/gameplay-code.md +31 -0
  186. package/rules/gamedev/narrative.md +15 -0
  187. package/rules/gamedev/network-code.md +15 -0
  188. package/rules/gamedev/shader-code.md +43 -0
  189. package/rules/gamedev/ui-code.md +15 -0
  190. package/rules/gamedev/vn-code.md +37 -0
  191. package/rules/implementation-workflow.md +48 -0
  192. package/rules/infra-code.md +47 -0
  193. package/rules/migration-code.md +41 -0
  194. package/rules/prototype-code.md +40 -0
  195. package/rules/test-standards.md +55 -0
  196. package/skills/ab-test-setup/SKILL.md +99 -0
  197. package/skills/ab-test-setup/references/sample-size-guide.md +252 -0
  198. package/skills/ab-test-setup/references/test-templates.md +268 -0
  199. package/skills/ab-test-setup/scripts/sample_size_calculator.py +337 -0
  200. package/skills/accessibility/SKILL.md +32 -0
  201. package/skills/accessibility/references/anti-patterns.md +9 -0
  202. package/skills/accessibility/references/component-requirements.md +15 -0
  203. package/skills/accessibility/references/focus-forms-testing.md +31 -0
  204. package/skills/accessibility/references/wcag-criteria.md +17 -0
  205. package/skills/ad-creative/SKILL.md +85 -0
  206. package/skills/ad-creative/references/creative-frameworks.md +253 -0
  207. package/skills/ad-creative/references/platform-specs.md +170 -0
  208. package/skills/ad-creative/scripts/ad_copy_validator.py +490 -0
  209. package/skills/agent-designer/README.md +430 -0
  210. package/skills/agent-designer/SKILL.md +64 -0
  211. package/skills/agent-designer/agent_evaluator.py +1223 -0
  212. package/skills/agent-designer/agent_planner.py +911 -0
  213. package/skills/agent-designer/assets/sample_execution_logs.json +543 -0
  214. package/skills/agent-designer/assets/sample_system_requirements.json +57 -0
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  220. package/skills/agent-designer/references/evaluation_methodology.md +749 -0
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  227. package/skills/agent-workflow-designer/SKILL.md +59 -0
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  232. package/skills/ai-security/scripts/ai_threat_scanner.py +564 -0
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  238. package/skills/analytics-tracking/SKILL.md +105 -0
  239. package/skills/analytics-tracking/references/debugging-playbook.md +224 -0
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  243. package/skills/android-native-dev/SKILL.md +878 -0
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  272. package/skills/app-store-optimization/scripts/aso_scorer.py +482 -0
  273. package/skills/app-store-optimization/scripts/competitor_analyzer.py +577 -0
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  278. package/skills/app-store-optimization/scripts/review_analyzer.py +714 -0
  279. package/skills/arcane-add/SKILL.md +47 -0
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+ # UX Specification: [Screen / Flow Name]
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+
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+ > **Status**: Draft | In Review | Approved | Implemented
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+ > **Author**: [Name or agent — e.g., ui-designer]
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+ > **Last Updated**: [Date]
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+ > **Screen / Flow Name**: [Short identifier used in code and tickets — e.g., `InventoryScreen`, `NewGameFlow`]
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+ > **Platform Target**: [PC | Console | Mobile | All — list all that this spec covers]
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+ > **Related GDDs**: [Links to the GDD sections that generated this UI requirement — e.g., `design/gdd/inventory.md § UI Requirements`]
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+ > **Related ADRs**: [Any architectural decisions that constrain this screen — e.g., `ADR-0012: UI Framework Selection`]
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+ > **Related UX Specs**: [Sibling and parent screens — e.g., `ux-spec-pause-menu.md`, `ux-spec-settings.md`]
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+ > **Accessibility Tier**: Basic | Standard | Comprehensive | Exemplary
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+
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+ > **Note — Scope boundary**: This template covers discrete screens and flows (menus,
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+ > dialogs, inventory, settings, cutscene UI, etc.). For persistent in-game overlays
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+ > that exist during active gameplay, use `hud-design.md` instead. If a screen is a
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+ > hybrid (e.g., a pause menu that overlays the game world), treat it as a screen spec
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+ > and note the overlay relationship in Navigation Position.
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+
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+ ---
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+
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+ ## 1. Purpose & Player Need
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+
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+ > **Why this section exists**: Every screen must justify its existence from the
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+ > player's perspective. Screens that are designed from a developer perspective ("display
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+ > the save data") produce cluttered, confusing interfaces. Screens designed from the
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+ > player's perspective ("let the player feel confident their progress is safe before they
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+ > put the controller down") produce purposeful, calm interfaces. Write this section before
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+ > touching any layout decisions — it is the filter through which every subsequent choice
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+ > is evaluated.
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+
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+ **What player need does this screen serve?**
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+
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+ [One paragraph. Name the real human need, not the system function. Consider: what would
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+ a player say they want when they open this screen? What would frustrate them if it did
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+ not work? That frustration describes the need.
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+
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+ Example — bad: "Displays the player's current items and equipment."
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+ Example — good: "Lets the player understand what they're carrying and quickly decide what
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+ to take into the next encounter, without breaking their mental model of the game world.
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+ The inventory is the player's planning tool between moments of action."]
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+
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+ **The player goal** (what the player wants to accomplish):
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+
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+ [One sentence. Specific enough that you could write an acceptance criterion for it.
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+ Example: "Find the item they are looking for within three button presses and equip it
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+ without navigating to a separate screen."]
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+
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+ **The game goal** (what the game needs to communicate or capture):
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+
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+ [One sentence. This is what the system needs from this interaction. Example: "Record the
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+ player's equipment choices and relay them to the combat system before the next encounter
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+ loads." This section prevents UI that looks good but fails to serve the system it is
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+ part of.]
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+
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+ ---
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+
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+ ## 2. Player Context on Arrival
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+
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+ > **Why this section exists**: Screens do not exist in isolation. A player opening the
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+ > inventory mid-combat is in a completely different cognitive and emotional state than
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+ > a player opening it after clearing a dungeon. The same information architecture can
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+ > feel oppressively complex in one context and trivially simple in another. Document the
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+ > context so that design decisions — what to show first, what to hide, what to animate,
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+ > what to simplify — are calibrated to the actual player arriving at this screen, not
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+ > an abstract user.
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+
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+ | Question | Answer |
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+ |----------|--------|
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+ | What was the player just doing? | [e.g., Completed a combat encounter / Pressed Esc from exploration / Triggered a story cutscene] |
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+ | What is their emotional state? | [e.g., High tension — just narrowly survived / Calm — exploring between objectives] |
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+ | What cognitive load are they carrying? | [e.g., High — actively tracking enemy positions / Low — no active threats] |
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+ | What information do they already have? | [e.g., They know they just picked up an item but haven't seen its stats yet] |
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+ | What are they most likely trying to do? | [e.g., Check if the new item is better than their current weapon — primary use case] |
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+ | What are they likely afraid of? | [e.g., Missing something, making an irreversible mistake, losing track of where they were] |
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+
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+ **Emotional design target for this screen**:
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+
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+ [One sentence describing the feeling the player should have while using this screen.
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+ Example: "Confident and in control — the player should feel like they have complete
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+ information and complete authority over their choices, with no ambiguity about outcomes."]
81
+
82
+ ---
83
+
84
+ ## 3. Navigation Position
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+
86
+ > **Why this section exists**: A screen that does not know where it sits in the
87
+ > navigation hierarchy cannot define its entry/exit transitions, its back-button
88
+ > behavior, or its relationship to the game's pause state. Navigation position also
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+ > reveals architectural problems early — if this screen is reachable from eight
90
+ > different places, that is a complexity flag that should be resolved in design, not
91
+ > implementation.
92
+
93
+ **Screen hierarchy** (use indentation to show parent-child relationships):
94
+
95
+ ```
96
+ [Root — e.g., Main Menu]
97
+ └── [Parent Screen — e.g., Settings]
98
+ └── [This Screen — e.g., Audio Settings]
99
+ ├── [Child Screen — e.g., Advanced Audio Options]
100
+ └── [Child Screen — e.g., Speaker Test Dialog]
101
+ ```
102
+
103
+ **Modal behavior**: [Modal (blocks everything behind it, requires explicit dismiss) | Non-modal (game continues behind it) | Overlay (renders over game world, game paused) | Overlay-live (renders over game world, game continues)]
104
+
105
+ > If this screen is modal: document the dismiss behavior. Can it be dismissed by pressing
106
+ > Back/B? By pressing Escape? By clicking outside it? Can it be dismissed at all, or
107
+ > must the player complete it? Undismissable modals are high-friction — justify them.
108
+
109
+ **Reachability — all entry points**:
110
+
111
+ | Entry Point | Triggered By | Notes |
112
+ |-------------|-------------|-------|
113
+ | [e.g., Main Menu → Play] | [Player selects "New Game"] | [Primary entry point] |
114
+ | [e.g., Pause Menu → Resume] | [Player presses Start from any gameplay state] | [Secondary entry] |
115
+ | [e.g., Game event] | [Tutorial system forces open first time only] | [Systemic entry — must not break if player dismisses] |
116
+
117
+ ---
118
+
119
+ ## 4. Entry & Exit Points
120
+
121
+ > **Why this section exists**: Entry and exit define the screen's contract with the
122
+ > rest of the navigation system. Every entry point must have a corresponding exit point.
123
+ > Transitions that are undefined become bugs — the player finds themselves stuck, or the
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+ > game state becomes inconsistent. Fill this table completely before implementation
125
+ > begins. Empty cells are a sign that design work is unfinished.
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+
127
+ **Entry table**:
128
+
129
+ | Trigger | Source Screen / State | Transition Type | Data Passed In | Notes |
130
+ |---------|----------------------|-----------------|----------------|-------|
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+ | [e.g., Player presses Inventory button] | [Gameplay / Exploration state] | [Overlay push — game pauses] | [Current player loadout, inventory contents] | [Works from any non-combat state] |
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+ | [e.g., Item pickup prompt accepted] | [Gameplay / Item Pickup dialog] | [Replace dialog with full inventory] | [Newly acquired item pre-highlighted] | [The new item should be visually distinguished on open] |
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+ | [e.g., Quest system directs player to inventory] | [Gameplay / Quest Update notification] | [Overlay push] | [Quest-relevant item ID for highlight] | [Screen should deep-link to the relevant item] |
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+
135
+ **Exit table**:
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+
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+ | Exit Action | Destination | Transition Type | Data Returned / Saved | Notes |
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+ |-------------|------------|-----------------|----------------------|-------|
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+ | [e.g., Player closes inventory (Back/B/Esc)] | [Previous state — Exploration] | [Overlay pop — game resumes] | [Updated equipment loadout committed] | [Changes must be committed before transition begins] |
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+ | [e.g., Player selects "Equip" on item] | [Same screen, updated state] | [In-place state change] | [Loadout change event fired] | [No navigation, just a state refresh] |
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+ | [e.g., Player navigates to Map from inventory shortcut] | [Map Screen] | [Replace] | [No data] | [Inventory state is preserved if player returns] |
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+
143
+ ---
144
+
145
+ ## 5. Layout Specification
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+
147
+ > **Why this section exists**: The layout specification is the handoff artifact between
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+ > UX design and UI programming. It does not need to be pixel-perfect — it needs to
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+ > communicate hierarchy (what is important), proximity (what belongs together), and
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+ > proportion (what is big vs. small). ASCII wireframes achieve this without requiring
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+ > design software. A programmer who reads this section should be able to build the
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+ > correct structure without guessing. An artist who reads it should know where
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+ > visual weight should be concentrated.
154
+ >
155
+ > Draw the layout at one standard resolution (e.g., 1920x1080). Note adaptations
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+ > for other resolutions separately.
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+
158
+ ### 5.1 Wireframe
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+
160
+ ```
161
+ [Draw the screen layout using ASCII art. Suggested characters:
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+ ┌ ┐ └ ┘ │ ─ for borders
163
+ ╔ ╗ ╚ ╝ ║ ═ for emphasized/modal borders
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+ [ ] for interactive elements (buttons, inputs)
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+ { } for content areas (lists, grids, images)
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+ ... for scrollable content
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+ ● for the focused element on open
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+
169
+ Example:
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+ ┌──────────────────────────────────────────────┐
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+ │ [← Back] INVENTORY [Options] │ ← HEADER ZONE
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+ ├──────────────────────────────────────────────┤
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+ │ ┌──────────────┐ ┌─────────────────────────┐│
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+ │ │ CATEGORY NAV │ │ ITEM DETAIL PANEL ││ ← CONTENT ZONE
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+ │ │ ● Weapons │ │ Item Name ││
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+ │ │ Armor │ │ {item icon} ││
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+ │ │ Consumable│ │ Stats comparison ││
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+ │ │ Key Items │ │ Description text... ││
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+ │ ├──────────────┤ └─────────────────────────┘│
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+ │ │ ITEM GRID │ │
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+ │ │ {□}{□}{□}{□} │ │
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+ │ │ {□}{□}{□}{□} │ │
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+ │ │ ... │ │
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+ │ └──────────────┘ │
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+ ├──────────────────────────────────────────────┤
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+ │ [Equip] [Drop] [Compare] [Close] │ ← ACTION BAR
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+ └──────────────────────────────────────────────┘
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+ ]
189
+ ```
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+
191
+ ### 5.2 Zone Definitions
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+
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+ | Zone Name | Description | Approximate Size | Scrollable? | Overflow Behavior |
194
+ |-----------|-------------|-----------------|-------------|-------------------|
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+ | [e.g., Header Zone] | [Top bar: navigation, screen title, global actions] | [Full width, ~10% height] | [No] | [Truncate long screen names with ellipsis] |
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+ | [e.g., Category Nav] | [Left panel: item category tabs] | [~25% width, ~75% height] | [Yes — vertical if categories exceed panel] | [Scroll indicator appears at bottom of list] |
197
+ | [e.g., Item Grid] | [Center: grid of item icons for selected category] | [~45% width, ~75% height] | [Yes — vertical] | [Page-based: 4x4 grid, next page on overflow] |
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+ | [e.g., Detail Panel] | [Right: stats and description for selected item] | [~30% width, ~75% height] | [Yes — vertical for long descriptions] | [Fade at bottom, scroll to reveal] |
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+ | [e.g., Action Bar] | [Bottom: context-sensitive actions for selected item] | [Full width, ~15% height] | [No] | [Actions collapse to icon-only below 4] |
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+
201
+ ### 5.3 Component Inventory
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+
203
+ > List every discrete UI component on this screen. This table drives the implementation
204
+ > task list — each row becomes a component to build or reuse.
205
+
206
+ | Component Name | Type | Zone | Purpose | Required? | Reuses Existing Component? |
207
+ |----------------|------|------|---------|-----------|---------------------------|
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+ | [e.g., Back Button] | [Button] | [Header] | [Returns to previous screen] | [Yes] | [Yes — standard NavButton component] |
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+ | [e.g., Screen Title Label] | [Text] | [Header] | [Displays "INVENTORY" or context name] | [Yes] | [Yes — ScreenTitle component] |
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+ | [e.g., Category Tab] | [Toggle Button] | [Category Nav] | [Filters item grid by category] | [Yes] | [No — new component needed] |
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+ | [e.g., Item Slot] | [Icon + Frame] | [Item Grid] | [Represents one inventory slot, empty or filled] | [Yes] | [No — new component] |
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+ | [e.g., Item Name Label] | [Text] | [Detail Panel] | [Shows selected item's name] | [Yes] | [Yes — BodyText component] |
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+ | [e.g., Stat Comparison Row] | [Compound — label + value + delta] | [Detail Panel] | [Shows stat value vs. currently equipped] | [Yes] | [No — new component] |
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+ | [e.g., Equip Button] | [Primary Button] | [Action Bar] | [Equips selected item in appropriate slot] | [Yes] | [Yes — PrimaryAction component] |
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+ | [e.g., Empty State Message] | [Text + Icon] | [Item Grid] | [Shown when category has no items] | [Yes] | [Yes — EmptyState component] |
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+
217
+ **Primary focus element on open**: [e.g., The first item in the Item Grid — or, if deep-linked, the highlighted item. If the grid is empty, focus lands on the first Category Tab.]
218
+
219
+ ---
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+
221
+ ## 6. States & Variants
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+
223
+ > **Why this section exists**: A screen is not a single picture — it is a set of
224
+ > states, each of which must look correct and behave correctly. Screens that are
225
+ > designed only in their "happy path" state ship with broken empty states, invisible
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+ > loading indicators, and crashes when data is missing. Document every state before
227
+ > implementation. The states table is also the test matrix for QA.
228
+
229
+ | State Name | Trigger | What Changes Visually | What Changes Behaviorally | Notes |
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+ |------------|---------|----------------------|--------------------------|-------|
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+ | [Loading] | [Screen is opening, data not yet available] | [Item Grid shows skeleton/shimmer placeholders; Action Bar buttons disabled] | [No interactions possible except Close] | [Should not be visible >500ms under normal conditions; if it is, investigate data fetch performance] |
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+ | [Empty — no items in category] | [Player switches to a category with zero items] | [Item Grid replaced by EmptyState component: icon + "Nothing here yet."] | [Action Bar shows no item actions; Drop/Equip/Compare all hidden] | [Do not show disabled buttons — remove them. Disabled buttons with no tooltip are confusing.] |
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+ | [Populated — items present] | [Category has at least one item] | [Item Grid fills with item slots; first slot is auto-focused] | [All item actions available for selected item] | [Default and most common state] |
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+ | [Item Selected] | [Player navigates to an item slot] | [Detail Panel populates; selected slot has focus ring; Action Bar updates to item's valid actions] | [Equip/Drop/Compare enabled based on item type] | [Equip is disabled if item is already equipped — show a "Equipped" badge instead] |
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+ | [Confirmation Pending — Drop] | [Player selects Drop action] | [Confirmation dialog overlays the screen] | [All background interactions suspended until dialog resolves] | [Use a modal confirmation, not an inline toggle. Items cannot be recovered after dropping.] |
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+ | [Error — data load failed] | [Inventory data could not be retrieved] | [Item Grid shows error state: icon + "Couldn't load items." + Retry button] | [Only Retry and Close are available] | [Log the error; do not expose technical details to player] |
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+ | [Item Newly Acquired] | [Screen opened from item pickup deep-link] | [Newly acquired item has a visual "New" badge; Detail Panel pre-populated with that item] | [Same as Item Selected but with badge until player navigates away] | [Badge persists until the player manually navigates off that slot once] |
238
+
239
+ ---
240
+
241
+ ## 7. Interaction Map
242
+
243
+ > **Why this section exists**: This section is the source of truth for what every
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+ > input does on this screen. It forces the designer to think through every input
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+ > method (mouse, keyboard, gamepad, touch) and every interactive state (hover, focus,
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+ > pressed, disabled). Gaps in this table are bugs waiting to happen. The
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+ > interaction map is also the input for the accessibility audit — if an action is
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+ > only reachable by mouse, it will fail the keyboard and gamepad columns.
249
+
250
+ ### 7.1 Navigation Inputs
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+
252
+ | Input | Platform | Action | Visual Response | Audio Cue | Notes |
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+ |-------|----------|--------|-----------------|-----------|-------|
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+ | [Arrow keys / D-Pad] | [All] | [Move focus within active zone] | [Focus ring moves to adjacent element] | [Soft navigation tick] | [Wrap at edges within zone; do not cross zones with arrows alone] |
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+ | [Tab / R1] | [KB / Gamepad] | [Move focus to next zone (Category → Grid → Detail → Action Bar)] | [Focus ring jumps to first element in next zone] | [Distinct zone-change tone] | [Shift+Tab / L1 goes backward] |
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+ | [Mouse hover] | [PC] | [Show hover state on interactive elements] | [Highlight / underline / color shift] | [None] | [Hover does NOT move focus — only click does] |
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+ | [Mouse click] | [PC] | [Select and focus the clicked element] | [Pressed state flash, then selected/focused] | [Soft click] | [Right-click opens context menu if applicable; otherwise no-op] |
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+ | [Touch tap] | [Mobile] | [Select and activate in one gesture] | [Press ripple] | [Soft click] | [Treat tap as click + confirm for low-risk actions; require explicit confirm for destructive actions] |
259
+
260
+ ### 7.2 Action Inputs
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+
262
+ | Input | Platform | Context (What must be focused) | Action | Response | Animation | Audio Cue | Notes |
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+ |-------|----------|-------------------------------|--------|----------|-----------|-----------|-------|
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+ | [Enter / A button / Left click] | [All] | [Item slot focused] | [Select item → populate Detail Panel] | [Detail panel slides in or updates in place] | [Panel fade/slide in, 120ms] | [Soft select tone] | [If item already selected: no-op] |
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+ | [Enter / A button] | [All] | [Equip button focused] | [Equip selected item] | [Button animates press; item badge updates to "Equipped"; previously equipped item loses badge] | [Badge swap, 80ms] | [Equip success sound] | [Fires EquipItem event to Inventory system] |
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+ | [Triangle / Y button / Right-click] | [All] | [Item slot focused] | [Open item context menu] | [Context menu appears adjacent to item slot] | [Popover, 80ms] | [Menu open sound] | [Context menu contains: Equip, Drop, Inspect, Compare] |
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+ | [Square / X button] | [Gamepad] | [Item slot focused] | [Quick-equip without opening detail] | [Equip animation plays inline on slot] | [Slot flash, 80ms] | [Equip success sound] | [Convenience shortcut; does not change screen state] |
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+ | [Esc / B button / Back] | [All] | [Any, screen level] | [Close screen and return to previous state] | [Screen exit transition plays] | [Slide out, 200ms] | [Back/close tone] | [Commits all changes before closing. No discard — inventory is not a draft.] |
269
+ | [F / L2] | [KB / Gamepad] | [Any] | [Toggle filter panel] | [Sort/filter overlay opens] | [Slide in from right, 200ms] | [Panel open tone] | [If no items in category, filter is disabled] |
270
+
271
+ ### 7.3 State-Specific Behaviors
272
+
273
+ | State | Input Restriction | Reason |
274
+ |-------|------------------|--------|
275
+ | [Loading] | [All item and action inputs disabled] | [No data to act on; prevent race conditions] |
276
+ | [Confirmation dialog open] | [Only Confirm and Cancel inputs active] | [Modal — background is locked] |
277
+ | [Error state] | [Only Retry and Close active] | [No data available to navigate] |
278
+
279
+ ---
280
+
281
+ ## 8. Data Requirements
282
+
283
+ > **Why this section exists**: The separation between UI and game state is the most
284
+ > important architectural boundary in a game's UI system. UI reads data; it does not
285
+ > own it. UI fires events; it does not write state directly. This section defines
286
+ > exactly what data this screen needs to display, where it comes from, and how
287
+ > frequently it updates. Filling this table before implementation prevents two
288
+ > common failure modes: (1) UI developers reaching into systems they should not touch,
289
+ > and (2) systems not knowing they need to expose data until a UI is half-built.
290
+
291
+ | Data Element | Source System | Update Frequency | Who Owns It | Format | Null / Missing Handling |
292
+ |--------------|--------------|-----------------|-------------|--------|------------------------|
293
+ | [e.g., Item list] | [Inventory System] | [On screen open; on InventoryChanged event] | [InventorySystem] | [Array of ItemData structs: id, name, icon_path, category, stats, is_equipped] | [Empty array → show Empty State. Never null — system must return array.] |
294
+ | [e.g., Equipped loadout] | [Equipment System] | [On screen open; on EquipmentChanged event] | [EquipmentSystem] | [Dict mapping slot_id → item_id] | [Unequipped slot has null value — UI shows empty slot icon] |
295
+ | [e.g., Item stat comparisons] | [Stats System] | [On item selection change] | [StatsSystem] | [Dict mapping stat_name → {current, new, delta}] | [If no item selected, detail panel shows placeholder. Stats system must handle this gracefully.] |
296
+ | [e.g., Player currency] | [Economy System] | [On screen open only — inventory does not show live currency] | [EconomySystem] | [Int — gold pieces] | [If currency system not active for this game mode, hide the currency row entirely] |
297
+ | [e.g., Newly acquired item flag] | [Inventory System] | [On screen open] | [InventorySystem] | [Array of item_ids flagged as new] | [If empty array, no badges shown] |
298
+
299
+ > **Rule**: This screen must never write directly to any system listed above. All
300
+ > player actions fire events (see Section 9). Systems update their own data and
301
+ > notify the UI.
302
+
303
+ ---
304
+
305
+ ## 9. Events Fired
306
+
307
+ > **Why this section exists**: This is the other half of the UI/system boundary.
308
+ > Where Section 8 defines what the UI reads, this section defines what the UI
309
+ > communicates back to the game. Specifying events at design time prevents UI
310
+ > programmers from writing game logic, and prevents game programmers from being
311
+ > surprised by what the UI does. Every destructive or state-changing player action
312
+ > must appear in this table.
313
+
314
+ | Player Action | Event Fired | Payload | Receiver System | Notes |
315
+ |---------------|-------------|---------|-----------------|-------|
316
+ | [Player equips an item] | [EquipItemRequested] | [{item_id: string, target_slot: string}] | [Equipment System] | [Equipment System validates the action and fires EquipmentChanged if successful; UI listens for EquipmentChanged to update its display] |
317
+ | [Player drops an item] | [DropItemRequested] | [{item_id: string, quantity: int}] | [Inventory System] | [Fires only after player confirms the drop dialog. Inventory System removes the item and fires InventoryChanged.] |
318
+ | [Player opens item compare] | [ItemCompareOpened] | [{item_a_id: string, item_b_id: string}] | [Analytics System] | [No game-state change — analytics event only. Compare view is purely local UI state.] |
319
+ | [Player closes screen] | [InventoryScreenClosed] | [{session_duration_ms: int}] | [Analytics System] | [Fires on every close regardless of reason. Used for engagement metrics.] |
320
+ | [Player navigates between categories] | [InventoryCategoryChanged] | [{category: string}] | [Analytics System] | [Analytics only. No game state change.] |
321
+
322
+ ---
323
+
324
+ ## 10. Transition & Animation
325
+
326
+ > **Why this section exists**: Transitions are not decoration — they communicate
327
+ > hierarchy and causality. A screen that slides in from the right implies the
328
+ > player has moved forward. A screen that fades implies a context break. Inconsistent
329
+ > transitions make navigation feel broken even when it is technically correct.
330
+ > This section ensures transitions are specified intentionally, not left to the
331
+ > developer's discretion, and that accessibility settings (reduced motion) are
332
+ > planned for from the start.
333
+
334
+ | Transition | Trigger | Direction / Type | Duration (ms) | Easing | Interruptible? | Skipped by Reduced Motion? |
335
+ |------------|---------|-----------------|--------------|--------|----------------|---------------------------|
336
+ | [Screen enter] | [Screen pushed onto stack] | [Slide in from right] | [250] | [Ease out cubic] | [No — must complete before interaction is enabled] | [Yes — instant appear at 0ms] |
337
+ | [Screen exit — Back] | [Player presses Back] | [Slide out to right] | [200] | [Ease in cubic] | [No] | [Yes — instant disappear] |
338
+ | [Screen exit — Forward] | [Player navigates to child screen] | [Slide out to left] | [200] | [Ease in cubic] | [No] | [Yes — instant] |
339
+ | [Detail panel update] | [Player selects a new item] | [Cross-fade content] | [120] | [Linear] | [Yes — if player navigates quickly, previous animation cancels] | [Yes — instant swap] |
340
+ | [Loading → Populated] | [Data arrives after load] | [Skeleton shimmer fades out, content fades in] | [180] | [Ease out] | [No] | [Yes — instant reveal] |
341
+ | [Action Bar button press] | [Player activates a button] | [Scale down 95% on press, return on release] | [60 down / 60 up] | [Ease out / ease in] | [Yes — if released early, returns to normal] | [No — this is tactile feedback, not decorative motion] |
342
+ | [Confirmation dialog open] | [Player initiates destructive action] | [Background dims 60% opacity; dialog scales up from 95%] | [150] | [Ease out] | [No] | [Yes — instant appear, no scale] |
343
+ | [New item badge appear] | [Screen opens with newly acquired item] | [Badge pops from 0% to 110% to 100% scale] | [200 total] | [Ease out back] | [No] | [Yes — instant appear at 100% scale] |
344
+
345
+ ---
346
+
347
+ ## 11. Input Method Completeness Checklist
348
+
349
+ > **Why this section exists**: Input completeness is not optional — it is a
350
+ > certification requirement for console platforms and a legal risk area for
351
+ > accessibility laws in multiple markets. Fill this checklist before marking
352
+ > the spec as Approved. Any unchecked item blocks implementation start.
353
+
354
+ **Keyboard**
355
+ - [ ] All interactive elements are reachable using Tab and arrow keys alone
356
+ - [ ] Tab order follows visual reading order (left-to-right, top-to-bottom within each zone)
357
+ - [ ] Every action achievable by mouse is also achievable by keyboard
358
+ - [ ] Focus is visible at all times (no element where focus ring disappears)
359
+ - [ ] Focus does not escape the screen while it is open (focus trap for modals)
360
+ - [ ] Esc key closes or cancels (and does not quit the game from within a screen)
361
+
362
+ **Gamepad**
363
+ - [ ] All interactive elements reachable with D-Pad and left stick
364
+ - [ ] Face button mapping documented and consistent with platform conventions (see Section 7.2)
365
+ - [ ] No action requires analog stick precision that cannot be replicated with D-Pad
366
+ - [ ] Trigger and bumper shortcuts documented if used
367
+ - [ ] Controller disconnection while screen is open is handled gracefully
368
+
369
+ **Mouse**
370
+ - [ ] Hover states defined for all interactive elements
371
+ - [ ] Clickable hit targets are at minimum 32x32px (44x44px preferred)
372
+ - [ ] Right-click behavior defined (context menu or no-op — not undefined)
373
+ - [ ] Scroll wheel behavior defined in all scrollable zones
374
+
375
+ **Touch (if applicable)**
376
+ - [ ] All touch targets are minimum 44x44px
377
+ - [ ] Swipe gestures do not conflict with system-level swipe navigation
378
+ - [ ] All actions achievable with one hand in portrait orientation
379
+ - [ ] Long-press behavior defined if used
380
+
381
+ ---
382
+
383
+ ## 12. Screen-Level Accessibility Requirements
384
+
385
+ > **Why this section exists**: Accessibility requirements must be specified at design
386
+ > time because retrofitting them is expensive and often architecturally impractical.
387
+ > This section documents requirements specific to this screen. Project-wide standards
388
+ > live in `docs/accessibility-requirements.md` — consult it before filling this
389
+ > section so you do not duplicate or contradict project-level commitments.
390
+ >
391
+ > Accessibility Tiers in this project:
392
+ > - Basic: WCAG 2.1 AA text contrast, keyboard navigable, no motion-only information
393
+ > - Standard: Basic + screen reader support, colorblind-safe, focus management
394
+ > - Comprehensive: Standard + reduced motion support, text scaling, high contrast mode
395
+ > - Exemplary: Comprehensive + cognitive load management, AAA equivalent, certified
396
+
397
+ **Text contrast requirements for this screen**:
398
+
399
+ | Text Element | Background Context | Required Ratio | Current Ratio | Pass? |
400
+ |--------------|-------------------|---------------|---------------|-------|
401
+ | [e.g., Item name in Detail Panel] | [Dark panel background ~#1a1a1a] | [4.5:1 (WCAG AA normal text)] | [TBD — verify in implementation] | [ ] |
402
+ | [e.g., Category tab label — inactive] | [Mid-grey tab background] | [4.5:1] | [TBD] | [ ] |
403
+ | [e.g., Category tab label — active] | [Accent color background] | [4.5:1] | [TBD] | [ ] |
404
+ | [e.g., Action button label] | [Button color (varies by state)] | [4.5:1] | [TBD] | [ ] |
405
+ | [e.g., Stat comparison delta (positive)] | [Detail panel] | [4.5:1 — do NOT rely on green color alone] | [TBD] | [ ] |
406
+
407
+ **Colorblind-unsafe elements and mitigations**:
408
+
409
+ | Element | Colorblind Risk | Mitigation |
410
+ |---------|----------------|------------|
411
+ | [e.g., Stat delta indicators (red/green for worse/better)] | [Red-green colorblindness (Deuteranopia) — most common form] | [Add arrow icons (↑ / ↓) and +/- prefix in addition to color. Color is a redundant, not sole, indicator.] |
412
+ | [e.g., Item rarity color coding (grey/green/blue/purple/orange)] | [Multiple types — rarity color is a common industry failure] | [Add rarity name text label below icon. Color is supplemental only.] |
413
+
414
+ **Focus order** (Tab key sequence, numbered):
415
+
416
+ [e.g.,
417
+ 1. Back button (Header)
418
+ 2. Options button (Header)
419
+ 3. Category Tab 1 — Weapons
420
+ 4. Category Tab 2 — Armor
421
+ 5. Category Tab 3 — Consumables
422
+ 6. Category Tab 4 — Key Items
423
+ 7. Item Slot [0,0]
424
+ 8. Item Slot [0,1] ... (grid traverses left-to-right, top-to-bottom)
425
+ 9. Last item slot
426
+ 10. Equip button (Action Bar)
427
+ 11. Drop button (Action Bar)
428
+ 12. Compare button (Action Bar)
429
+ 13. Close button (Action Bar)
430
+ → Cycles back to Back button
431
+
432
+ Focus does not enter the Detail Panel — it is a display panel driven by item focus, not independently navigable.]
433
+
434
+ **Screen reader announcements for key state changes**:
435
+
436
+ | State Change | Announcement Text | Announcement Timing |
437
+ |--------------|------------------|---------------------|
438
+ | [Screen opens] | ["Inventory screen. [N] items. [Active category] selected."] | [On screen focus settle] |
439
+ | [Player focuses an item slot] | ["[Item name]. [Category]. [Rarity]. [Key stats summary]. [Equipped / Not equipped]."] | [On focus arrival] |
440
+ | [Player equips an item] | ["[Item name] equipped to [slot name]."] | [After EquipmentChanged event confirmed] |
441
+ | [Player drops an item] | ["[Item name] dropped."] | [After InventoryChanged event confirmed] |
442
+ | [Category changes] | ["[Category name]. [N] items."] | [On category tab focus] |
443
+ | [Empty state shown] | ["No items in [category name]."] | [When empty state renders] |
444
+
445
+ **Cognitive load assessment**:
446
+
447
+ [Estimate the number of information streams the player is simultaneously tracking while
448
+ using this screen. For this screen: (1) item grid position, (2) item detail stats,
449
+ (3) current equipment loadout for comparison, (4) available actions, (5) item category.
450
+ That is 5 concurrent streams — within the standard 7±2 limit, but at the higher end.
451
+ Mitigation: detail panel auto-updates on navigation so the player never needs to
452
+ manually retrieve item info. Reduce active decisions by surfacing stat comparison
453
+ automatically.]
454
+
455
+ ---
456
+
457
+ ## 13. Localization Considerations
458
+
459
+ > **Why this section exists**: UI built without localization in mind breaks on first
460
+ > translation. German text is typically 30–40% longer than English. Arabic and Hebrew
461
+ > require right-to-left layout mirroring. Japanese and Chinese text may be significantly
462
+ > shorter than English, creating awkward whitespace. These issues are cheap to plan for
463
+ > and expensive to fix after a layout is built and shipped. Every text element should
464
+ > have an explicit max-character count and a plan for overflow.
465
+
466
+ **General rules for this screen**:
467
+ - All text elements must tolerate a minimum of 40% expansion from English baseline
468
+ - RTL layout (Arabic, Hebrew): mirrored layout required — document which elements mirror and which do not
469
+ - CJK languages (Japanese, Korean, Chinese): text may be 20-30% shorter — verify layouts do not look broken with less text
470
+ - Do not use text in images — all text must be from localization strings
471
+
472
+ | Text Element | English Baseline Length | Max Characters | Expansion Budget | RTL Behavior | Overflow Behavior | Risk |
473
+ |--------------|------------------------|----------------|-----------------|--------------|-------------------|------|
474
+ | [e.g., Screen title "INVENTORY"] | [9 chars] | [16 chars] | [78%] | [Mirror to right, or center — acceptable] | [Truncate with ellipsis — title is not critical content] | [Low] |
475
+ | [e.g., Item name] | [~15 chars avg, max ~35 "Enchanted Dragon Scale Gauntlets"] | [50 chars] | [43%] | [Right-align in RTL layouts] | [Truncate with tooltip showing full name on hover/focus] | [Medium — long fantasy item names are common] |
476
+ | [e.g., Item description] | [~80–120 chars] | [200 chars] | [67%] | [Right-align, wrap normally] | [Scroll within Detail Panel — no truncation] | [Low — panel is scrollable] |
477
+ | [e.g., Action button "Equip"] | [5 chars] | [14 chars] | [180%] | [Button layout mirrors; text right-aligns] | [Shrink font to 90% minimum, then truncate] | [Medium — "Ausrüsten" in German is 9 chars] |
478
+ | [e.g., Category tab "Consumables"] | [11 chars] | [18 chars] | [64%] | [Mirror tab position] | [Abbreviate: "Consum." — define abbreviations per language in loc file] | [High — long localized tab labels are a known problem] |
479
+
480
+ ---
481
+
482
+ ## 14. Acceptance Criteria
483
+
484
+ > **Why this section exists**: Acceptance criteria are the contractual definition of
485
+ > "done." Without them, implementation is complete when the developer says it is.
486
+ > With them, implementation is complete when a QA tester can verify every item on
487
+ > this list. Write criteria that a tester can verify independently, without asking the
488
+ > designer what they meant. Every criterion should be binary — pass or fail, not
489
+ > subjective.
490
+
491
+ **Performance**
492
+ - [ ] Screen opens (first frame visible) within 200ms of trigger on minimum-spec hardware
493
+ - [ ] Screen is fully interactive (all data loaded) within 500ms of trigger on minimum-spec hardware
494
+ - [ ] Navigation between items produces no perceptible frame drop (maintain target framerate ±5fps)
495
+
496
+ **Layout & Rendering**
497
+ - [ ] Screen displays correctly (no overlap, no cutoff, no overflow) at minimum supported resolution [specify]
498
+ - [ ] Screen displays correctly at maximum supported resolution [specify]
499
+ - [ ] Screen displays correctly at 4:3, 16:9, 16:10, and 21:9 aspect ratios if targeting PC
500
+ - [ ] No text overflow or truncation in English within defined max-character bounds
501
+ - [ ] No text overflow or truncation in the longest-translation language [specify — typically German]
502
+ - [ ] All states (Loading, Empty, Populated, Error, Confirmation) render correctly
503
+ - [ ] Item grid scrolls smoothly without frame drops when all item slots are populated
504
+
505
+ **Input**
506
+ - [ ] All interactive elements reachable by keyboard using Tab and arrow keys only
507
+ - [ ] All interactive elements reachable by gamepad using D-Pad and face buttons only
508
+ - [ ] All interactive elements reachable by mouse without keyboard
509
+ - [ ] No action requires simultaneous input that is not documented in Section 7
510
+ - [ ] Focus is visible at all times on keyboard and gamepad navigation
511
+ - [ ] Focus does not escape the screen while it is open
512
+
513
+ **Events & Data**
514
+ - [ ] All events in Section 9 fire with correct payloads on all exit paths (verify with debug logging)
515
+ - [ ] Screen does not write directly to any game system (verify: no direct state mutation calls)
516
+ - [ ] Inventory changes persist correctly after screen is closed and reopened
517
+ - [ ] Screen handles InventoryChanged events fired by other systems while it is open without crashing
518
+
519
+ **Accessibility**
520
+ - [ ] All text passes minimum contrast ratios specified in Section 12
521
+ - [ ] Stat comparison does not rely on color alone as the sole differentiator
522
+ - [ ] Screen reader announces item name and key stats on focus (verify with platform screen reader)
523
+ - [ ] Reduced motion setting results in instant transitions (no animated transitions)
524
+ - [ ] High contrast mode (if applicable to Accessibility Tier) renders without visual breakage
525
+
526
+ **Localization**
527
+ - [ ] No text element overflows its container in any supported language
528
+ - [ ] RTL layout renders correctly (if RTL is a target language)
529
+ - [ ] All text elements are driven by localization strings — no hardcoded display text
530
+
531
+ ---
532
+
533
+ ## 15. Open Questions
534
+
535
+ > Track unresolved design questions here. Each question should have a clear owner
536
+ > and a deadline. An Approved spec must have zero open questions — move to a decision
537
+ > or explicitly document the deferral rationale.
538
+
539
+ | Question | Owner | Deadline | Resolution |
540
+ |----------|-------|----------|-----------|
541
+ | [e.g., Should item comparison be automatic (always showing equipped stats) or player-triggered (press Compare)?] | [ui-designer] | [Sprint 4, Day 3] | [Pending] |
542
+ | [e.g., Do we support controller cursor (free aim) in the item grid, or d-pad-only grid navigation?] | [lead-programmer + ui-designer] | [Sprint 4, Day 3] | [Pending — depends on ADR-0015 input model decision] |
543
+ | [e.g., What is the game's item drop policy — permanent loss or drop-to-world?] | [systems-designer] | [Requires GDD update] | [Blocked on inventory GDD Edge Cases section] |
544
+ | [e.g., Maximum inventory size — does the grid have a hard cap or is it infinite-scroll?] | [economy-designer] | [Sprint 3, Day 5] | [Pending] |
@@ -0,0 +1,82 @@
1
+ #!/bin/bash
2
+ # Hook: check-update.sh — SessionStart
3
+ # Lightweight update check against GitHub. Cached for 4 hours.
4
+ set +e
5
+
6
+ CHECK_FILE="$HOME/.arcane/last-check.json"
7
+ CHECK_INTERVAL=14400 # 4 hours in seconds
8
+ GITHUB_API="https://api.github.com/repos/SebastianLuser/Claude-Code-Arcane/commits/main"
9
+
10
+ main() {
11
+ if [ ! -f ".claude/arcane-manifest.json" ]; then
12
+ exit 0
13
+ fi
14
+
15
+ if [ -f "$CHECK_FILE" ]; then
16
+ if command -v python3 &>/dev/null; then
17
+ LAST_CHECK=$(python3 -c "
18
+ import json, sys
19
+ from datetime import datetime, timezone
20
+ try:
21
+ data = json.load(open('$CHECK_FILE'))
22
+ checked = datetime.fromisoformat(data['checked_at'].replace('Z', '+00:00'))
23
+ age = (datetime.now(timezone.utc) - checked).total_seconds()
24
+ if age < $CHECK_INTERVAL:
25
+ if data.get('update_available', False):
26
+ print('UPDATE_AVAILABLE')
27
+ else:
28
+ print('UP_TO_DATE')
29
+ else:
30
+ print('STALE')
31
+ except:
32
+ print('STALE')
33
+ " 2>/dev/null)
34
+
35
+ case "$LAST_CHECK" in
36
+ UPDATE_AVAILABLE)
37
+ echo "Arcane update available. Run: arcane update"
38
+ exit 0
39
+ ;;
40
+ UP_TO_DATE)
41
+ exit 0
42
+ ;;
43
+ esac
44
+ fi
45
+ fi
46
+
47
+ REMOTE_SHA=$(curl -sf -H "User-Agent: arcane-cli" -H "Accept: application/vnd.github.v3+json" \
48
+ --connect-timeout 3 --max-time 5 "$GITHUB_API" 2>/dev/null | \
49
+ python3 -c "import json,sys; print(json.load(sys.stdin)['sha'][:12])" 2>/dev/null)
50
+
51
+ if [ -z "$REMOTE_SHA" ]; then
52
+ exit 0
53
+ fi
54
+
55
+ LOCAL_VERSION=$(python3 -c "
56
+ import json
57
+ try:
58
+ data = json.load(open('.claude/arcane-manifest.json'))
59
+ print(data.get('source_version', data.get('arcane_version', 'unknown')))
60
+ except:
61
+ print('unknown')
62
+ " 2>/dev/null)
63
+
64
+ UPDATE_AVAILABLE="false"
65
+ if [ "$LOCAL_VERSION" != "$REMOTE_SHA" ] && ! echo "$REMOTE_SHA" | grep -q "^$LOCAL_VERSION"; then
66
+ UPDATE_AVAILABLE="true"
67
+ echo "Arcane update available: $LOCAL_VERSION → $REMOTE_SHA. Run: arcane update"
68
+ fi
69
+
70
+ mkdir -p "$HOME/.arcane" 2>/dev/null
71
+ cat > "$CHECK_FILE" <<CHECKEOF
72
+ {
73
+ "checked_at": "$(date -u +%Y-%m-%dT%H:%M:%SZ)",
74
+ "local_version": "$LOCAL_VERSION",
75
+ "remote_sha": "$REMOTE_SHA",
76
+ "update_available": $UPDATE_AVAILABLE
77
+ }
78
+ CHECKEOF
79
+ }
80
+
81
+ main 2>/dev/null
82
+ exit 0
@@ -0,0 +1,28 @@
1
+ #!/usr/bin/env bash
2
+ set +e
3
+
4
+ main() {
5
+ local DIVISION="general"
6
+
7
+ if [[ -f "ProjectSettings/ProjectVersion.txt" ]]; then
8
+ DIVISION="game (Unity)"
9
+ elif ls *.uproject 2>/dev/null | grep -q .; then
10
+ DIVISION="game (Unreal)"
11
+ elif [[ -f "package.json" ]] && grep -q "next" package.json 2>/dev/null; then
12
+ DIVISION="engineering (Next.js)"
13
+ elif [[ -f "package.json" ]] && grep -q "react-native" package.json 2>/dev/null; then
14
+ DIVISION="engineering (React Native)"
15
+ elif [[ -f "pubspec.yaml" ]]; then
16
+ DIVISION="engineering (Flutter)"
17
+ elif [[ -f "go.mod" ]]; then
18
+ DIVISION="engineering (Go)"
19
+ elif [[ -f "Cargo.toml" ]]; then
20
+ DIVISION="engineering (Rust)"
21
+ elif [[ -f "pyproject.toml" || -f "requirements.txt" ]]; then
22
+ DIVISION="engineering (Python)"
23
+ fi
24
+
25
+ [[ -d "production/session-state" ]] && echo "Division: $DIVISION" > production/session-state/division.txt
26
+ }
27
+ main 2>/dev/null
28
+ exit 0