Files
stickman/.codex/skills/spec-pipeline/SKILL.md
ryan 04e0f1bea2 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.
2026-09-11 15:43:08 -04:00

1.0 KiB

name, description
name description
spec-pipeline 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."