feat: Enhance Trigger Area Reliability in Sandbox Stage

- Updated `_rule_matches` to ensure `entered_area` checks both source and target instance IDs for accurate event triggering.
- Refined `_update_area_entry` to utilize `_movable_overlaps_area`, ensuring that visible stickman/prop geometry is considered for area overlap detection.
- Introduced a new regression test suite in `tests/test_phase4c_area.gd` to validate the functionality of `entered_area` rules, covering various edge cases and ensuring correct behavior for source-specific and wildcard rules.
- Documented the architectural changes and validation results in `specs/phase_4c_area.md`, detailing the scope, data contracts, and design decisions made during implementation.
- Added new agent configurations for architect, developer, and writer roles to streamline the development process and improve documentation practices.
This commit is contained in:
2026-09-11 15:43:08 -04:00
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---
name: spec-pipeline
description: "Lean implementation loop: Architect -> Developer -> User Verification."
---
## Execution Logic
1. **Phase 1: Architecture (Optional for small edits)**
- `@architect` defines signatures, node structures, or spec updates in `specs/[feature-name].md`.
- **STOP:** Wait for user approval on design choices before invoking developer.
2. **Phase 2: Implementation & Engine Validation**
- `@developer` updates code and scenes using targeted diffs/snippets.
- `@developer` runs headless syntax verification:
`& "C:\Godot4\Godot_v4.7.1-stable_win64_console.exe" --headless --check-only --script "res://path/to/script.gd" --path "C:\Godot4\project"`
- If static check fails, `@developer` fixes the code immediately.
3. **Phase 3: User Hand-off (Stop)**
- Present the changes to the user to test inside the Godot Editor.
- Do NOT update READMEs or documentation yet.
4. **Phase 4: Documentation (Triggered manually by user)**
- Only call `@writer` after the user confirms: _"Feature verified and working."_