gcf-aif-ext 0.4.1 → 0.5.0

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@@ -4,20 +4,28 @@ gcf_context:
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  - the game's design and its work live in `gcf/`, and the `ai-factory gcf` commands and the gcf skills change them
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  - read `gcf/INDEX.md` before anything else under `gcf/`: it lists every subsystem, design unit and work item
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  - `gcf/LIVE.md` says what the game does now, and `gcf/PILLARS.md` says what it must stay
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+ - `ai-factory gcf board --json` gives the whole state in one read: the phase, the items by status with plan progress, the inbox and the open questions
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  gcf_work:
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  - every piece of work is one work item `gcf/work/<id>.md`: find the item before writing code for a feature, a bug or a tech task, or create it with the gcf-card skill
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  - a raw idea, a playtest note or a CI finding that is not work yet goes to `ai-factory gcf inbox add "<text>"`, and the gcf-triage skill sorts it later
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  - before planning an item, run `ai-factory gcf context <id>` and read only the files it lists under `gcf/`
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- - drive a ready item with the gcf-run skill when the project has gcf-harness-aif-ext, otherwise with aif-plan and aif-implement
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- - end the work on an item with its command: `ai-factory gcf submit <id>` for gate verdict or decision, `ai-factory gcf close <id>` for gate auto with every check green
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+ - drive a ready item with the gcf-run skill when the project has gcf-harness-aif-ext (a batch at once: `ai-factory gcf-harness run <ids...>`), otherwise with aif-plan and aif-implement
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+ - after the code, write the item's `live:` delta and run `ai-factory gcf verify <id>`: fix what it reports and run it again until every check is green
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+ - then end the work on the item with its command: `ai-factory gcf submit <id>` for gate verdict or decision, `ai-factory gcf close <id>` for gate auto
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  - work that cannot go on: run `ai-factory gcf block <id> --reason "<why or the question>"`
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+ - in a worktree on branch `work/<id>` change no `gcf/` file but the item's `live:`, commit all, then run `ai-factory gcf verify <id> --mark`: `ai-factory gcf integrate` in the main checkout merges it and records the move
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  - a design question only the human can answer becomes a D1 record in `gcf/open-questions.md`
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+ - the human plays from `ai-factory gcf playtest session`; each free note from that play goes to `ai-factory gcf inbox add --source playtest "<note>"`
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+ - a release item carries `version:` and `channel:` (`item new <id> --type release --release <v> --channel <c>`): its end writes the `release:` block of `gcf/LIVE.md`
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+ - `item new` and `take` refuse a type the current phase does not take: run `ai-factory gcf phase` and bring the refusal to the human
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+ - a pillar changes only on the human's word: `ai-factory gcf pillar rename <from> <to>`, or `ai-factory gcf pillar retire <id> --reason "<why>"`
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  gcf_forbidden:
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  - do not edit `status:`, `frozen:`, `gcf/LIVE.md`, `gcf/history.md`, `gcf/graveyard.md` or `gcf/INDEX.md` by hand: the commands own them
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  - do not give a verdict or a decision: `verdict` and `decide` belong to the human, through the gcf-verdict skill
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  - do not answer a `TBD` of a design unit yourself: ask the human and offer your draft as the proposed answer
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+ - do not run `ai-factory gcf phase next`: the phase moves on the human's word only
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  - do not reuse an ended id: rework gets a new id with `reopens: <old id>`
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  - do not commit past the gate with `--no-verify`: a refused commit names what to fix
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@@ -10,6 +10,8 @@ unplayed_warn_after: 5
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  plan_passes: 5
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  dod_attempts: 2
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  # The project's own commands for the auto DoD (Methodology §6); the engine does not matter.
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+ # gcf verify fails on an empty one; `none` says the project has no such step.
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+ # Phases (Methodology §10) come from code; a `phases:` list here replaces the whole set.
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  dod:
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  test:
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  build: