cp-toolkit 2.2.3 → 2.2.4

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 (71) hide show
  1. package/package.json +1 -1
  2. package/src/commands/add.js +23 -16
  3. package/src/commands/doctor.js +15 -10
  4. package/src/commands/init.js +55 -16
  5. package/templates/AGENTS.md +47 -0
  6. package/templates/ARCHITECTURE.md +42 -0
  7. package/templates/agents/backend-specialist.md +1 -0
  8. package/templates/agents/code-archaeologist.md +116 -106
  9. package/templates/agents/database-architect.md +1 -0
  10. package/templates/agents/debugger.md +1 -0
  11. package/templates/agents/devops-engineer.md +1 -0
  12. package/templates/agents/documentation-writer.md +1 -0
  13. package/templates/agents/explorer-agent.md +83 -73
  14. package/templates/agents/frontend-specialist.md +1 -0
  15. package/templates/agents/game-developer.md +1 -0
  16. package/templates/agents/mobile-developer.md +1 -0
  17. package/templates/agents/orchestrator.md +426 -416
  18. package/templates/agents/penetration-tester.md +1 -0
  19. package/templates/agents/performance-optimizer.md +1 -0
  20. package/templates/agents/product-manager.md +122 -112
  21. package/templates/agents/product-owner.md +105 -95
  22. package/templates/agents/project-planner.md +416 -406
  23. package/templates/agents/qa-automation-engineer.md +113 -103
  24. package/templates/agents/security-auditor.md +1 -0
  25. package/templates/agents/seo-specialist.md +1 -0
  26. package/templates/agents/test-engineer.md +1 -0
  27. package/templates/skills/core/behavioral-modes/SKILL.md +244 -242
  28. package/templates/skills/core/brainstorming/SKILL.md +166 -163
  29. package/templates/skills/core/mcp-builder/SKILL.md +178 -176
  30. package/templates/skills/core/parallel-agents/SKILL.md +187 -175
  31. package/templates/skills/core/plan-writing/SKILL.md +154 -152
  32. package/templates/skills/optional/api-patterns/SKILL.md +83 -81
  33. package/templates/skills/optional/app-builder/SKILL.md +78 -75
  34. package/templates/skills/optional/app-builder/templates/SKILL.md +41 -39
  35. package/templates/skills/optional/architecture/SKILL.md +58 -55
  36. package/templates/skills/optional/bash-linux/SKILL.md +201 -199
  37. package/templates/skills/optional/code-review-checklist/SKILL.md +110 -109
  38. package/templates/skills/optional/database-design/SKILL.md +54 -52
  39. package/templates/skills/optional/deployment-procedures/SKILL.md +243 -241
  40. package/templates/skills/optional/documentation-templates/SKILL.md +196 -194
  41. package/templates/skills/optional/frontend-design/SKILL.md +421 -418
  42. package/templates/skills/optional/game-development/2d-games/SKILL.md +120 -119
  43. package/templates/skills/optional/game-development/3d-games/SKILL.md +136 -135
  44. package/templates/skills/optional/game-development/SKILL.md +169 -167
  45. package/templates/skills/optional/game-development/game-art/SKILL.md +187 -185
  46. package/templates/skills/optional/game-development/game-audio/SKILL.md +192 -190
  47. package/templates/skills/optional/game-development/game-design/SKILL.md +131 -129
  48. package/templates/skills/optional/game-development/mobile-games/SKILL.md +110 -108
  49. package/templates/skills/optional/game-development/multiplayer/SKILL.md +133 -132
  50. package/templates/skills/optional/game-development/pc-games/SKILL.md +146 -144
  51. package/templates/skills/optional/game-development/vr-ar/SKILL.md +124 -123
  52. package/templates/skills/optional/game-development/web-games/SKILL.md +152 -150
  53. package/templates/skills/optional/geo-fundamentals/SKILL.md +158 -156
  54. package/templates/skills/optional/i18n-localization/SKILL.md +156 -154
  55. package/templates/skills/optional/lint-and-validate/SKILL.md +48 -45
  56. package/templates/skills/optional/mobile-design/SKILL.md +397 -394
  57. package/templates/skills/optional/nextjs-react-expert/SKILL.md +271 -267
  58. package/templates/skills/optional/nodejs-best-practices/SKILL.md +335 -333
  59. package/templates/skills/optional/performance-profiling/SKILL.md +145 -143
  60. package/templates/skills/optional/powershell-windows/SKILL.md +169 -167
  61. package/templates/skills/optional/python-patterns/SKILL.md +443 -441
  62. package/templates/skills/optional/red-team-tactics/SKILL.md +201 -199
  63. package/templates/skills/optional/seo-fundamentals/SKILL.md +130 -129
  64. package/templates/skills/optional/server-management/SKILL.md +163 -161
  65. package/templates/skills/optional/systematic-debugging/SKILL.md +111 -109
  66. package/templates/skills/optional/tailwind-patterns/SKILL.md +271 -269
  67. package/templates/skills/optional/tdd-workflow/SKILL.md +150 -149
  68. package/templates/skills/optional/testing-patterns/SKILL.md +179 -178
  69. package/templates/skills/optional/vulnerability-scanner/SKILL.md +278 -276
  70. package/templates/skills/optional/web-design-guidelines/SKILL.md +60 -57
  71. package/templates/skills/optional/webapp-testing/SKILL.md +188 -187
@@ -1,144 +1,146 @@
1
- ---
2
- name: pc-games
3
- description: PC and console game development principles. Engine selection, platform features, optimization strategies.
4
- allowed-tools: Read, Write, Edit, Glob, Grep
5
- ---
6
-
7
- # PC/Console Game Development
8
-
9
- > Engine selection and platform-specific principles.
10
-
11
- ---
12
-
13
- ## 1. Engine Selection
14
-
15
- ### Decision Tree
16
-
17
- ```
18
- What are you building?
19
-
20
- ├── 2D Game
21
- ├── Open source important? → Godot
22
- │ └── Large team/assets? → Unity
23
-
24
- ├── 3D Game
25
- ├── AAA visual quality? → Unreal
26
- ├── Cross-platform priority? → Unity
27
- └── Indie/open source? → Godot 4
28
-
29
- └── Specific Needs
30
- ├── DOTS performance? → Unity
31
- ├── Nanite/Lumen? → Unreal
32
- └── Lightweight? → Godot
33
- ```
34
-
35
- ### Comparison
36
-
37
- | Factor | Unity 6 | Godot 4 | Unreal 5 |
38
- |--------|---------|---------|----------|
39
- | 2D | Good | Excellent | Limited |
40
- | 3D | Good | Good | Excellent |
41
- | Learning | Medium | Easy | Hard |
42
- | Cost | Revenue share | Free | 5% after $1M |
43
- | Team | Any | Solo-Medium | Medium-Large |
44
-
45
- ---
46
-
47
- ## 2. Platform Features
48
-
49
- ### Steam Integration
50
-
51
- | Feature | Purpose |
52
- |---------|---------|
53
- | Achievements | Player goals |
54
- | Cloud Saves | Cross-device progress |
55
- | Leaderboards | Competition |
56
- | Workshop | User mods |
57
- | Rich Presence | Show in-game status |
58
-
59
- ### Console Requirements
60
-
61
- | Platform | Certification |
62
- |----------|--------------|
63
- | PlayStation | TRC compliance |
64
- | Xbox | XR compliance |
65
- | Nintendo | Lotcheck |
66
-
67
- ---
68
-
69
- ## 3. Controller Support
70
-
71
- ### Input Abstraction
72
-
73
- ```
74
- Map ACTIONS, not buttons:
75
- - "confirm" → A (Xbox), Cross (PS), B (Nintendo)
76
- - "cancel" → B (Xbox), Circle (PS), A (Nintendo)
77
- ```
78
-
79
- ### Haptic Feedback
80
-
81
- | Intensity | Use |
82
- |-----------|-----|
83
- | Light | UI feedback |
84
- | Medium | Impacts |
85
- | Heavy | Major events |
86
-
87
- ---
88
-
89
- ## 4. Performance Optimization
90
-
91
- ### Profiling First
92
-
93
- | Engine | Tool |
94
- |--------|------|
95
- | Unity | Profiler Window |
96
- | Godot | Debugger → Profiler |
97
- | Unreal | Unreal Insights |
98
-
99
- ### Common Bottlenecks
100
-
101
- | Bottleneck | Solution |
102
- |------------|----------|
103
- | Draw calls | Batching, atlases |
104
- | GC spikes | Object pooling |
105
- | Physics | Simpler colliders |
106
- | Shaders | LOD shaders |
107
-
108
- ---
109
-
110
- ## 5. Engine-Specific Principles
111
-
112
- ### Unity 6
113
-
114
- - DOTS for performance-critical systems
115
- - Burst compiler for hot paths
116
- - Addressables for asset streaming
117
-
118
- ### Godot 4
119
-
120
- - GDScript for rapid iteration
121
- - C# for complex logic
122
- - Signals for decoupling
123
-
124
- ### Unreal 5
125
-
126
- - Blueprint for designers
127
- - C++ for performance
128
- - Nanite for high-poly environments
129
- - Lumen for dynamic lighting
130
-
131
- ---
132
-
133
- ## 6. Anti-Patterns
134
-
135
- | Don't | ✅ Do |
136
- |----------|-------|
137
- | Choose engine by hype | Choose by project needs |
138
- | Ignore platform guidelines | Study certification requirements |
139
- | Hardcode input buttons | Abstract to actions |
140
- | Skip profiling | Profile early and often |
141
-
142
- ---
143
-
144
- > **Remember:** Engine is a tool. Master the principles, then adapt to any engine.
1
+ ---
2
+ name: pc-games
3
+ description: PC and console game development principles. Engine selection, platform
4
+ features, optimization strategies.
5
+ allowed-tools: Read, Write, Edit, Glob, Grep
6
+ version: '1.0'
7
+ ---
8
+
9
+ # PC/Console Game Development
10
+
11
+ > Engine selection and platform-specific principles.
12
+
13
+ ---
14
+
15
+ ## 1. Engine Selection
16
+
17
+ ### Decision Tree
18
+
19
+ ```
20
+ What are you building?
21
+
22
+ ├── 2D Game
23
+ ├── Open source important? → Godot
24
+ │ └── Large team/assets? → Unity
25
+
26
+ ├── 3D Game
27
+ ├── AAA visual quality? → Unreal
28
+ ├── Cross-platform priority? → Unity
29
+ └── Indie/open source? → Godot 4
30
+
31
+ └── Specific Needs
32
+ ├── DOTS performance? → Unity
33
+ ├── Nanite/Lumen? → Unreal
34
+ └── Lightweight? → Godot
35
+ ```
36
+
37
+ ### Comparison
38
+
39
+ | Factor | Unity 6 | Godot 4 | Unreal 5 |
40
+ |--------|---------|---------|----------|
41
+ | 2D | Good | Excellent | Limited |
42
+ | 3D | Good | Good | Excellent |
43
+ | Learning | Medium | Easy | Hard |
44
+ | Cost | Revenue share | Free | 5% after $1M |
45
+ | Team | Any | Solo-Medium | Medium-Large |
46
+
47
+ ---
48
+
49
+ ## 2. Platform Features
50
+
51
+ ### Steam Integration
52
+
53
+ | Feature | Purpose |
54
+ |---------|---------|
55
+ | Achievements | Player goals |
56
+ | Cloud Saves | Cross-device progress |
57
+ | Leaderboards | Competition |
58
+ | Workshop | User mods |
59
+ | Rich Presence | Show in-game status |
60
+
61
+ ### Console Requirements
62
+
63
+ | Platform | Certification |
64
+ |----------|--------------|
65
+ | PlayStation | TRC compliance |
66
+ | Xbox | XR compliance |
67
+ | Nintendo | Lotcheck |
68
+
69
+ ---
70
+
71
+ ## 3. Controller Support
72
+
73
+ ### Input Abstraction
74
+
75
+ ```
76
+ Map ACTIONS, not buttons:
77
+ - "confirm" → A (Xbox), Cross (PS), B (Nintendo)
78
+ - "cancel" → B (Xbox), Circle (PS), A (Nintendo)
79
+ ```
80
+
81
+ ### Haptic Feedback
82
+
83
+ | Intensity | Use |
84
+ |-----------|-----|
85
+ | Light | UI feedback |
86
+ | Medium | Impacts |
87
+ | Heavy | Major events |
88
+
89
+ ---
90
+
91
+ ## 4. Performance Optimization
92
+
93
+ ### Profiling First
94
+
95
+ | Engine | Tool |
96
+ |--------|------|
97
+ | Unity | Profiler Window |
98
+ | Godot | Debugger → Profiler |
99
+ | Unreal | Unreal Insights |
100
+
101
+ ### Common Bottlenecks
102
+
103
+ | Bottleneck | Solution |
104
+ |------------|----------|
105
+ | Draw calls | Batching, atlases |
106
+ | GC spikes | Object pooling |
107
+ | Physics | Simpler colliders |
108
+ | Shaders | LOD shaders |
109
+
110
+ ---
111
+
112
+ ## 5. Engine-Specific Principles
113
+
114
+ ### Unity 6
115
+
116
+ - DOTS for performance-critical systems
117
+ - Burst compiler for hot paths
118
+ - Addressables for asset streaming
119
+
120
+ ### Godot 4
121
+
122
+ - GDScript for rapid iteration
123
+ - C# for complex logic
124
+ - Signals for decoupling
125
+
126
+ ### Unreal 5
127
+
128
+ - Blueprint for designers
129
+ - C++ for performance
130
+ - Nanite for high-poly environments
131
+ - Lumen for dynamic lighting
132
+
133
+ ---
134
+
135
+ ## 6. Anti-Patterns
136
+
137
+ | Don't | Do |
138
+ |----------|-------|
139
+ | Choose engine by hype | Choose by project needs |
140
+ | Ignore platform guidelines | Study certification requirements |
141
+ | Hardcode input buttons | Abstract to actions |
142
+ | Skip profiling | Profile early and often |
143
+
144
+ ---
145
+
146
+ > **Remember:** Engine is a tool. Master the principles, then adapt to any engine.
@@ -1,123 +1,124 @@
1
- ---
2
- name: vr-ar
3
- description: VR/AR development principles. Comfort, interaction, performance requirements.
4
- allowed-tools: Read, Write, Edit, Glob, Grep
5
- ---
6
-
7
- # VR/AR Development
8
-
9
- > Immersive experience principles.
10
-
11
- ---
12
-
13
- ## 1. Platform Selection
14
-
15
- ### VR Platforms
16
-
17
- | Platform | Use Case |
18
- |----------|----------|
19
- | **Quest** | Standalone, wireless |
20
- | **PCVR** | High fidelity |
21
- | **PSVR** | Console market |
22
- | **WebXR** | Browser-based |
23
-
24
- ### AR Platforms
25
-
26
- | Platform | Use Case |
27
- |----------|----------|
28
- | **ARKit** | iOS devices |
29
- | **ARCore** | Android devices |
30
- | **WebXR** | Browser AR |
31
- | **HoloLens** | Enterprise |
32
-
33
- ---
34
-
35
- ## 2. Comfort Principles
36
-
37
- ### Motion Sickness Prevention
38
-
39
- | Cause | Solution |
40
- |-------|----------|
41
- | **Locomotion** | Teleport, snap turn |
42
- | **Low FPS** | Maintain 90 FPS |
43
- | **Camera shake** | Avoid or minimize |
44
- | **Rapid acceleration** | Gradual movement |
45
-
46
- ### Comfort Settings
47
-
48
- - Vignette during movement
49
- - Snap vs smooth turning
50
- - Seated vs standing modes
51
- - Height calibration
52
-
53
- ---
54
-
55
- ## 3. Performance Requirements
56
-
57
- ### Target Metrics
58
-
59
- | Platform | FPS | Resolution |
60
- |----------|-----|------------|
61
- | Quest 2 | 72-90 | 1832x1920 |
62
- | Quest 3 | 90-120 | 2064x2208 |
63
- | PCVR | 90 | 2160x2160+ |
64
- | PSVR2 | 90-120 | 2000x2040 |
65
-
66
- ### Frame Budget
67
-
68
- - VR requires consistent frame times
69
- - Single dropped frame = visible judder
70
- - 90 FPS = 11.11ms budget
71
-
72
- ---
73
-
74
- ## 4. Interaction Principles
75
-
76
- ### Controller Interaction
77
-
78
- | Type | Use |
79
- |------|-----|
80
- | **Point + click** | UI, distant objects |
81
- | **Grab** | Manipulation |
82
- | **Gesture** | Magic, special actions |
83
- | **Physical** | Throwing, swinging |
84
-
85
- ### Hand Tracking
86
-
87
- - More immersive but less precise
88
- - Good for: social, casual
89
- - Challenging for: action, precision
90
-
91
- ---
92
-
93
- ## 5. Spatial Design
94
-
95
- ### World Scale
96
-
97
- - 1 unit = 1 meter (critical)
98
- - Objects must feel right size
99
- - Test with real measurements
100
-
101
- ### Depth Cues
102
-
103
- | Cue | Importance |
104
- |-----|------------|
105
- | Stereo | Primary depth |
106
- | Motion parallax | Secondary |
107
- | Shadows | Grounding |
108
- | Occlusion | Layering |
109
-
110
- ---
111
-
112
- ## 6. Anti-Patterns
113
-
114
- | ❌ Don't | ✅ Do |
115
- |----------|-------|
116
- | Move camera without player | Player controls camera |
117
- | Drop below 90 FPS | Maintain frame rate |
118
- | Use tiny UI text | Large, readable text |
119
- | Ignore arm length | Scale to player reach |
120
-
121
- ---
122
-
123
- > **Remember:** Comfort is not optional. Sick players don't play.
1
+ ---
2
+ name: vr-ar
3
+ description: VR/AR development principles. Comfort, interaction, performance requirements.
4
+ allowed-tools: Read, Write, Edit, Glob, Grep
5
+ version: '1.0'
6
+ ---
7
+
8
+ # VR/AR Development
9
+
10
+ > Immersive experience principles.
11
+
12
+ ---
13
+
14
+ ## 1. Platform Selection
15
+
16
+ ### VR Platforms
17
+
18
+ | Platform | Use Case |
19
+ |----------|----------|
20
+ | **Quest** | Standalone, wireless |
21
+ | **PCVR** | High fidelity |
22
+ | **PSVR** | Console market |
23
+ | **WebXR** | Browser-based |
24
+
25
+ ### AR Platforms
26
+
27
+ | Platform | Use Case |
28
+ |----------|----------|
29
+ | **ARKit** | iOS devices |
30
+ | **ARCore** | Android devices |
31
+ | **WebXR** | Browser AR |
32
+ | **HoloLens** | Enterprise |
33
+
34
+ ---
35
+
36
+ ## 2. Comfort Principles
37
+
38
+ ### Motion Sickness Prevention
39
+
40
+ | Cause | Solution |
41
+ |-------|----------|
42
+ | **Locomotion** | Teleport, snap turn |
43
+ | **Low FPS** | Maintain 90 FPS |
44
+ | **Camera shake** | Avoid or minimize |
45
+ | **Rapid acceleration** | Gradual movement |
46
+
47
+ ### Comfort Settings
48
+
49
+ - Vignette during movement
50
+ - Snap vs smooth turning
51
+ - Seated vs standing modes
52
+ - Height calibration
53
+
54
+ ---
55
+
56
+ ## 3. Performance Requirements
57
+
58
+ ### Target Metrics
59
+
60
+ | Platform | FPS | Resolution |
61
+ |----------|-----|------------|
62
+ | Quest 2 | 72-90 | 1832x1920 |
63
+ | Quest 3 | 90-120 | 2064x2208 |
64
+ | PCVR | 90 | 2160x2160+ |
65
+ | PSVR2 | 90-120 | 2000x2040 |
66
+
67
+ ### Frame Budget
68
+
69
+ - VR requires consistent frame times
70
+ - Single dropped frame = visible judder
71
+ - 90 FPS = 11.11ms budget
72
+
73
+ ---
74
+
75
+ ## 4. Interaction Principles
76
+
77
+ ### Controller Interaction
78
+
79
+ | Type | Use |
80
+ |------|-----|
81
+ | **Point + click** | UI, distant objects |
82
+ | **Grab** | Manipulation |
83
+ | **Gesture** | Magic, special actions |
84
+ | **Physical** | Throwing, swinging |
85
+
86
+ ### Hand Tracking
87
+
88
+ - More immersive but less precise
89
+ - Good for: social, casual
90
+ - Challenging for: action, precision
91
+
92
+ ---
93
+
94
+ ## 5. Spatial Design
95
+
96
+ ### World Scale
97
+
98
+ - 1 unit = 1 meter (critical)
99
+ - Objects must feel right size
100
+ - Test with real measurements
101
+
102
+ ### Depth Cues
103
+
104
+ | Cue | Importance |
105
+ |-----|------------|
106
+ | Stereo | Primary depth |
107
+ | Motion parallax | Secondary |
108
+ | Shadows | Grounding |
109
+ | Occlusion | Layering |
110
+
111
+ ---
112
+
113
+ ## 6. Anti-Patterns
114
+
115
+ | ❌ Don't | ✅ Do |
116
+ |----------|-------|
117
+ | Move camera without player | Player controls camera |
118
+ | Drop below 90 FPS | Maintain frame rate |
119
+ | Use tiny UI text | Large, readable text |
120
+ | Ignore arm length | Scale to player reach |
121
+
122
+ ---
123
+
124
+ > **Remember:** Comfort is not optional. Sick players don't play.