Skills Agentes

Create Control Manifest

Tras completar la arquitectura, genera una hoja de reglas accionables para programadores: qué hacer y qué nunca hacer, por sistema y por capa, extraída de las ADRs Aceptadas.

Solicitareadglobgrepwritetask
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en todo el repo

Actividad
43

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Actualizado
hace 3 meses

último commit aquí

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0

últimos 90 días

Contexto
2.5k tok

75 tok en reposo

Paquete
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10 KB

Instalar

Funciona con cualquier agente que lea SKILL.md

npx -y skills add Donchitos/Claude-Code-Game-Studios --skill create-control-manifest --agent claude-code

Se instala solo en este repositorio.

Este skill writes to your files.

Qué hace

  • Extrae reglas de todas las ADRs Aceptadas, preferencias técnicas y docs de referencia del motor
  • Clasifica cada regla por capa arquitectónica: Foundation, Core, Feature, Presentation
  • Genera un resumen de reglas y lo presenta antes de escribir nada
  • Invoca al technical-director (gate TD-MANIFEST) para revisar las reglas antes de escribir
  • Escribe docs/architecture/control-manifest.md con reglas requeridas, prohibidas y guardarraíles de rendimiento

Úsalo cuando

  • Después de que /architecture-review pase y las ADRs estén en estado Accepted
  • Cada vez que se acepten o revisen nuevas ADRs, para regenerar el manifiesto

No lo uses cuando

    Qué lo activa

    Di cualquiera de estas frases y el agente debería cargar este skill.

    • Genera el control manifest a partir de las ADRs aceptadas
    • Actualiza el control manifest con las últimas ADRs
    • /create-control-manifest update

    SKILL.md

    En inglés

    Create Control Manifest

    The Control Manifest is a flat, actionable rules sheet for programmers. It answers "what do I do?" and "what must I never do?" — organized by architectural layer, extracted from all Accepted ADRs, technical preferences, and engine reference docs. Where ADRs explain why, the manifest tells you what.

    Output: docs/architecture/control-manifest.md

    When to run: After /architecture-review passes and ADRs are in Accepted status. Re-run whenever new ADRs are accepted or existing ADRs are revised.


    1. Load All Inputs

    ADRs

    • Glob docs/architecture/adr-*.md and read every file
    • Filter to only Accepted ADRs (Status: Accepted) — skip Proposed, Deprecated, Superseded
    • Note the ADR number and title for every rule sourced

    Technical Preferences

    • Read .claude/docs/technical-preferences.md
    • Extract: naming conventions, performance budgets, approved libraries/addons, forbidden patterns

    Engine Reference

    • Read docs/engine-reference/[engine]/VERSION.md for engine + version
    • Read docs/engine-reference/[engine]/deprecated-apis.md — these become forbidden API entries
    • Read docs/engine-reference/[engine]/current-best-practices.md if it exists

    Report: "Loaded [N] Accepted ADRs, engine: [name + version]."


    2. Extract Rules from Each ADR

    For each Accepted ADR, extract:

    Required Patterns (from "Implementation Guidelines" section)

    • Every "must", "should", "required to", "always" statement
    • Every specific pattern or approach mandated

    Forbidden Approaches (from "Alternatives Considered" sections)

    • Every alternative that was explicitly rejected — why it was rejected becomes the rule ("never use X because Y")
    • Any anti-patterns explicitly called out

    Performance Guardrails (from "Performance Implications" section)

    • Budget constraints: "max N ms per frame for this system"
    • Memory limits: "this system must not exceed N MB"

    Engine API Constraints (from "Engine Compatibility" section)

    • Post-cutoff APIs that require verification
    • Verified behaviours that differ from default LLM assumptions
    • API fields or methods that behave differently in the pinned engine version

    Layer Classification

    Classify each rule by the architectural layer of the system it governs:

    • Foundation: Scene management, event architecture, save/load, engine init
    • Core: Core gameplay loops, main player systems, physics/collision
    • Feature: Secondary systems, secondary mechanics, AI
    • Presentation: Rendering, audio, UI, VFX, shaders

    If an ADR spans multiple layers, duplicate the rule into each relevant layer.


    3. Add Global Rules

    Combine rules that apply to all layers:

    From technical-preferences.md:

    • Naming conventions (classes, variables, signals/events, files, constants)
    • Performance budgets (target framerate, frame budget, draw call limits, memory ceiling)

    From deprecated-apis.md:

    • All deprecated APIs → Forbidden API entries

    From current-best-practices.md (if available):

    • Engine-recommended patterns → Required entries

    From technical-preferences.md forbidden patterns:

    • Copy any "Forbidden Patterns" entries directly

    4. Present Rules Summary Before Writing

    Before writing the manifest, present a summary to the user:

    ## Control Manifest Preview
    Engine: [name + version]
    ADRs covered: [list ADR numbers]
    Total rules extracted:
      - Foundation layer: [N] required, [M] forbidden, [P] guardrails
      - Core layer: [N] required, [M] forbidden, [P] guardrails
      - Feature layer: ...
      - Presentation layer: ...
      - Global: [N] naming conventions, [M] forbidden APIs, [P] approved libraries
    

    Use AskUserQuestion:

    • Prompt: "Does this rule summary look complete?"
    • Options:
      • [A] Yes — looks good, run the director review and write the manifest
      • [B] Add rules — I have additional rules to include before writing
      • [C] Remove rules — some extracted rules should be dropped
      • [D] Stop here — I need to review the ADRs first

    4b. Director Gate — Technical Review

    Review mode check — apply before spawning TD-MANIFEST:

    • solo → skip. Note: "TD-MANIFEST skipped — Solo mode." Proceed to Phase 5.
    • lean → skip. Note: "TD-MANIFEST skipped — Lean mode." Proceed to Phase 5.
    • full → spawn as normal.

    Spawn technical-director via Task using gate TD-MANIFEST (.claude/docs/director-gates.md).

    Pass: the Control Manifest Preview from Phase 4 (rule counts per layer, full extracted rule list), the list of ADRs covered, engine version, and any rules sourced from technical-preferences.md or engine reference docs.

    The technical-director reviews whether:

    • All mandatory ADR patterns are captured and accurately stated
    • Forbidden approaches are complete and correctly attributed
    • No rules were added that lack a source ADR or preference document
    • Performance guardrails are consistent with the ADR constraints

    Apply the verdict:

    • APPROVE → proceed to Phase 5
    • CONCERNS → surface via AskUserQuestion with options: Revise flagged rules / Accept and proceed / Discuss further
    • REJECT → do not write the manifest; fix the flagged rules and re-present the summary

    5. Write the Control Manifest

    Use AskUserQuestion:

    • Prompt: "May I write the Control Manifest?"
    • Options:
      • [A] Yes — write to docs/architecture/control-manifest.md
      • [B] Show me the full draft first, then ask again
      • [C] Not yet — I want to make more changes

    Format:

    # Control Manifest
    
    > **Engine**: [name + version]
    > **Last Updated**: [date]
    > **Manifest Version**: [date]
    > **ADRs Covered**: [ADR-NNNN, ADR-MMMM, ...]
    > **Status**: [Active — regenerate with `/create-control-manifest update` when ADRs change]
    
    `Manifest Version` is the date this manifest was generated. Story files embed
    this date when created. `/story-readiness` compares a story's embedded version
    to this field to detect stories written against stale rules. Always matches
    `Last Updated` — they are the same date, serving different consumers.
    
    This manifest is a programmer's quick-reference extracted from all Accepted ADRs,
    technical preferences, and engine reference docs. For the reasoning behind each
    rule, see the referenced ADR.
    
    ---
    
    ## Foundation Layer Rules
    
    *Applies to: scene management, event architecture, save/load, engine initialisation*
    
    ### Required Patterns
    - **[rule]** — source: [ADR-NNNN]
    - **[rule]** — source: [ADR-NNNN]
    
    ### Forbidden Approaches
    - **Never [anti-pattern]** — [brief reason] — source: [ADR-NNNN]
    
    ### Performance Guardrails
    - **[system]**: max [N]ms/frame — source: [ADR-NNNN]
    
    ---
    
    ## Core Layer Rules
    
    *Applies to: core gameplay loop, main player systems, physics, collision*
    
    ### Required Patterns
    ...
    
    ### Forbidden Approaches
    ...
    
    ### Performance Guardrails
    ...
    
    ---
    
    ## Feature Layer Rules
    
    *Applies to: secondary mechanics, AI systems, secondary features*
    
    ### Required Patterns
    ...
    
    ### Forbidden Approaches
    ...
    
    ---
    
    ## Presentation Layer Rules
    
    *Applies to: rendering, audio, UI, VFX, shaders, animations*
    
    ### Required Patterns
    ...
    
    ### Forbidden Approaches
    ...
    
    ---
    
    ## Global Rules (All Layers)
    
    ### Naming Conventions
    | Element | Convention | Example |
    |---------|-----------|---------|
    | Classes | [from technical-preferences] | [example] |
    | Variables | [from technical-preferences] | [example] |
    | Signals/Events | [from technical-preferences] | [example] |
    | Files | [from technical-preferences] | [example] |
    | Constants | [from technical-preferences] | [example] |
    
    ### Performance Budgets
    | Target | Value |
    |--------|-------|
    | Framerate | [from technical-preferences] |
    | Frame budget | [from technical-preferences] |
    | Draw calls | [from technical-preferences] |
    | Memory ceiling | [from technical-preferences] |
    
    ### Approved Libraries / Addons
    - [library] — approved for [purpose]
    
    ### Forbidden APIs ([engine version])
    These APIs are deprecated or unverified for [engine + version]:
    - `[api name]` — deprecated since [version] / unverified post-cutoff
    - Source: `docs/engine-reference/[engine]/deprecated-apis.md`
    
    ### Cross-Cutting Constraints
    - [constraint that applies everywhere, regardless of layer]
    

    6. Suggest Next Steps

    After writing the manifest:

    • If epics/stories don't exist yet: "Run /create-epics layer: foundation then /create-stories [epic-slug] — programmers can now use this manifest when writing story implementation notes."
    • If this is a regeneration (manifest already existed): "Updated. Recommend notifying the team of changed rules — especially any new Forbidden entries."

    Collaborative Protocol

    1. Load silently — read all inputs before presenting anything
    2. Show the summary first — let the user see the scope before writing
    3. Ask before writing — always confirm before creating or overwriting the manifest. On write: Verdict: COMPLETE — control manifest written. On decline: Verdict: BLOCKED — user declined write.
    4. Source every rule — never add a rule that doesn't trace to an ADR, a technical preference, or an engine reference doc
    5. No interpretation — extract rules as stated in ADRs; do not paraphrase in ways that change meaning

    Reproducido de Donchitos/Claude-Code-Game-Studios bajo licencia MIT. Leer esta página en markdown.

    Archivos

    1 archivo en el paquete. Solo se lee SKILL.md al activarse — las referencias se cargan si el skill decide que las necesita.

    Antes de instalar

    Requiere ADRs en docs/architecture/adr-*.md con estado Accepted y, opcionalmente, .claude/docs/technical-preferences.md y docs/engine-reference/[engine]/.

    Detalles

    Creador
    Donchitos
    Licencia
    MIT
    Recursos incluidos
    Solo SKILL.md
    Código fuente
    Ver SKILL.md

    Etiquetas

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