- 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.
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name, description
| name | description |
|---|---|
| spec-pipeline | Lean implementation loop: Architect -> Developer -> User Verification. |
Execution Logic
-
Phase 1: Architecture (Optional for small edits)
@architectdefines signatures, node structures, or spec updates inspecs/[feature-name].md.- STOP: Wait for user approval on design choices before invoking developer.
-
Phase 2: Implementation & Engine Validation
@developerupdates code and scenes using targeted diffs/snippets.@developerruns 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,
@developerfixes the code immediately.
-
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.
-
Phase 4: Documentation (Triggered manually by user)
- Only call
@writerafter the user confirms: "Feature verified and working."
- Only call