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4 changes: 4 additions & 0 deletions .opencode/agents/gameplay-programmer.md
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Expand Up @@ -130,3 +130,7 @@ If an ADR exists for this system:
**Conflict resolution**: If a design spec conflicts with technical constraints,
document the conflict and escalate to `lead-programmer` and `game-designer`
jointly. Do not unilaterally change the design or the architecture.

### MCP Integration

- Use the godot-mcp server to run the project and capture debug output for iterative debugging
4 changes: 4 additions & 0 deletions .opencode/agents/godot-gdscript-specialist.md
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Expand Up @@ -260,3 +260,7 @@ When in doubt, prefer the API documented in the reference files over your traini
- Work with **godot-gdextension-specialist** for GDScript/C++ boundary decisions
- Work with **systems-designer** for data-driven design patterns
- Work with **performance-analyst** for profiling GDScript bottlenecks

## MCP Integration

- Use the godot-mcp server (create_scene, add_node, save_scene) for rapid scene prototyping and verification
4 changes: 4 additions & 0 deletions .opencode/agents/godot-specialist.md
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Expand Up @@ -181,3 +181,7 @@ Always involve this agent when:
- Setting up input mapping or UI with Godot's Control nodes
- Configuring export presets for any platform
- Optimizing rendering, physics, or memory in Godot

## MCP Integration

- Use the godot-mcp server (get_project_info, list_projects) to audit project structure and configuration
4 changes: 4 additions & 0 deletions .opencode/agents/qa-tester.md
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Expand Up @@ -242,4 +242,8 @@ After a bug fix or hotfix, produce a **targeted** regression checklist, not a fu
- Skip test steps for speed (every step must be executed)
- Approve releases (defer to qa-lead)

### MCP Integration

- Use the godot-mcp server for automated smoke testing: call `run_project`, poll `get_debug_output`, and check for errors

### Reports to: `qa-lead`
4 changes: 4 additions & 0 deletions .opencode/agents/ui-programmer.md
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Expand Up @@ -99,3 +99,7 @@ Before writing any code:

### Reports to: `lead-programmer`
### Implements specs from: `art-director`, `ux-designer`

### MCP Integration

- Use the godot-mcp server (run_project, get_debug_output) to test UI scenes in-game
22 changes: 15 additions & 7 deletions .opencode/docs/quick-start.md
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Expand Up @@ -135,6 +135,7 @@ Ask yourself: "What department would handle this in a real studio?"
| `/qa-plan` | Generate a QA test plan for a sprint or feature |
| `/bug-triage` | Re-prioritize open bugs, assign to sprints, surface systemic trends |
| `/smoke-check` | Run critical path smoke test gate before QA hand-off (PASS/FAIL) |
| `/automated-smoke-test` | Launch the project via godot-mcp and check for startup errors |
| `/soak-test` | Generate a soak test protocol for extended play sessions |
| `/regression-suite` | Map coverage to GDD critical paths, flag gaps, maintain regression suite |
| `/test-setup` | Scaffold test framework + CI pipeline for the project's engine (run once) |
Expand Down Expand Up @@ -215,14 +216,21 @@ If you already know what you need, jump directly to the relevant path:
performance budgets, and engine-specific defaults
- If the engine version is newer than the LLM's training data, it fetches
current docs from the web so agents suggest correct APIs
3. **Validate the concept** — Run `/design-review design/gdd/game-concept.md`
4. **Decompose into systems** — Run `/map-systems` to map all systems and dependencies
5. **Design each system** — Run `/design-system [system-name]` (or `/map-systems next`)
3. **Enhance with godot-mcp (Godot only)** — Install the optional MCP server
for automated editor control and smoke testing:
```bash
npx @coding-solo/godot-mcp
```
Once configured, run `/automated-smoke-test` to verify the project launches
without errors.
4. **Validate the concept** — Run `/design-review design/gdd/game-concept.md`
5. **Decompose into systems** — Run `/map-systems` to map all systems and dependencies
6. **Design each system** — Run `/design-system [system-name]` (or `/map-systems next`)
to write GDDs in dependency order
6. **Test the core loop** — Run `/prototype [core-mechanic]`
7. **Playtest it** — Run `/playtest-report` to validate the hypothesis
8. **Plan the first sprint** — Run `/sprint-plan new`
9. Start building
7. **Test the core loop** — Run `/prototype [core-mechanic]`
8. **Playtest it** — Run `/playtest-report` to validate the hypothesis
9. **Plan the first sprint** — Run `/sprint-plan new`
10. Start building

### Path B: "I know what I want to build"

Expand Down
20 changes: 20 additions & 0 deletions .opencode/docs/setup-requirements.md
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Expand Up @@ -78,3 +78,23 @@ Claude Code works with any editor, but the template is optimized for:
- **VS Code** with the Claude Code extension
- **Cursor** (Claude Code compatible)
- Terminal-based Claude Code CLI

## Optional Engine Dependencies

### Godot-MCP (Optional — Godot Only)

The [godot-mcp](https://github.com/Coding-Solo/godot-mcp) server provides runtime tools for AI-driven testing and debugging of Godot projects. It enables agents to launch the editor, run projects, and capture debug output automatically.

**Installation:**
```bash
npx @coding-solo/godot-mcp
```

**Configuration:**
The MCP server is configured via `opencode.json` or editor MCP settings. See `/setup-engine` for full setup guidance.

**Tools provided:**
- `launch_editor`, `run_project`, `stop_project` — runtime control
- `get_debug_output` — live debug feedback
- `create_scene`, `add_node`, `save_scene` — scene manipulation
- `get_godot_version`, `get_project_info`, `list_projects` — project introspection
3 changes: 2 additions & 1 deletion .opencode/docs/skills-reference.md
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@@ -1,6 +1,6 @@
# Available Skills (Slash Commands)

68 slash commands organized by phase. Type `/` in Claude Code to access any of them.
73 slash commands organized by phase. Type `/` in OpenCode to access any of them.

## Onboarding & Navigation

Expand Down Expand Up @@ -71,6 +71,7 @@

| Command | Purpose |
|---------|---------|
| `/automated-smoke-test` | Run an automated smoke test using the godot-mcp server. Launches the project, captures debug output, and checks for errors or crashes. |
| `/qa-plan` | Generate a QA test plan for a sprint or feature |
| `/smoke-check` | Run critical path smoke test gate before QA hand-off |
| `/soak-test` | Generate a soak test protocol for extended play sessions |
Expand Down
197 changes: 197 additions & 0 deletions .opencode/skills/automated-smoke-test/SKILL.md
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---
name: automated-smoke-test
description: "Run an automated smoke test using the godot-mcp server. Launches the project, captures debug output, and checks for errors or crashes."
argument-hint: "[duration-seconds]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Bash, Task, question
---

# Automated Smoke Test

This skill runs a fully automated smoke test against the Godot project using
the godot-mcp server. It launches the project headlessly, captures debug output
for a configurable duration, and analyzes the output for errors, warnings, and
assertions — producing a structured pass/fail report.

No manual verification required. The entire check is automated through MCP.

---

## Phase 1: Verify godot-mcp Availability

Call `get_godot_version` via the godot-mcp server. If the call succeeds, note
the version string. If it fails, inform the user:

> "godot-mcp server is not available. Install it with:
> `npx @coding-solo/godot-mcp`
> Then configure the MCP server in `opencode.json`."

Stop if the server is unavailable.

---

## Phase 2: Read Project Info

Call `get_project_info` via godot-mcp. Record:

- **Project title** — from the project info response
- **Main scene** — the configured main scene path
- **Render mode** — e.g. Forward+, Mobile, GL Compatible

If `get_project_info` fails, retry up to 3 times with a 2-second delay between
attempts. If all retries fail: "Could not read project info after 3 attempts. Is
the godot-mcp server running against the correct project?" Then stop.

---

## Phase 3: Run the Project

Parse the optional argument for duration. If no argument is provided, default
to 10 seconds. The argument is in seconds: `/automated-smoke-test 15` means
capture output for 15 seconds.

Call `run_project` via godot-mcp. The project must respond (start or error)
within 30 seconds. If no response within the timeout, treat as a failure:
- Report: "Project failed to respond within 30 seconds — the project may be hung
or the engine may have frozen during launch."
- Verdict: **FAIL**
- Skip to Phase 7 (Report) — the project is unresponsive, stop would also hang

If `run_project` returns an error or the project fails to start:
- Report: "Project failed to start with error: [error message]"
- Verdict: **FAIL**
- Skip to Phase 7 (Report) — project was never launched, no stop needed

---

## Phase 4: Capture Debug Output

> **Duration scaling:** The capture duration should reflect project complexity.
> A minimal 2D project may produce output in 5 seconds; a large 3D project with
> many scenes may need 30+ seconds. Default to 10 seconds but consider the
> project's scope (from Phase 2's project info) and scale up for complex titles.
> For headless CI runs, prefer longer durations to account for slower hardware.

If `get_debug_output` returns an error:
- Report: "Could not capture debug output: [error message]"
- Verdict: **FAIL**
- Skip to Phase 6 (stop project), then continue to Phase 7 for the report

Do not use a fixed sleep. Instead, poll `get_debug_output` in a loop:

1. Every 2 seconds, call `get_debug_output`.
2. If the output contains any ERROR, crash, or assertion pattern (see Phase 5),
stop polling early — the test has already found failures.
3. If no errors appear, continue polling until the configured duration elapses
(default: 10 seconds, configurable via argument).
4. If `get_debug_output` returns an error on any poll tick:
- Report: "Could not capture debug output on poll attempt [N]: [error message]"
- Continue polling (do not abort) unless 3 consecutive polls fail.
- After 3 consecutive failures: "Debug output capture failed after 3
consecutive poll errors."
- Verdict: **FAIL**
- Skip to Phase 6

Once polling ends (duration elapsed or early-stop triggered), use the last
successful output for analysis. If all polls failed (3 consecutive errors),
there is no output to analyze — skip directly to the FAIL verdict.

If the final output is empty or trivially short, note: "Output appears minimal
— the project may not have rendered any frames."

---

## Phase 5: Analyze Output

Scan the debug output for:

| Pattern | Severity | Flags |
|---------|----------|-------|
| `ERROR` | Error | Catch-all for Godot error messages |
| `error:` | Error | Lower-case variant in scripts |
| `crash` | Critical | Game crashed during runtime |
| `NullReferenceException` | Error | Null access in C# script (.NET) |
| `segfault` | Critical | Memory access violation |
| `segmentation fault` | Critical | Full-form segfault message |
| `WARNING` | Warning | Non-fatal warnings |
| `warning:` | Warning | Lower-case variant |
| `Assertion failed` | Error | GDScript or C# assertion failure |

Count the occurrences of each pattern. Record the actual matching lines (up to
10 per pattern for the report).

---

## Phase 6: Stop the Project

Call `stop_project` via godot-mcp to clean up. If it fails, note:
"Could not stop the project cleanly — you may need to close the Godot
editor or kill the process manually."

---

## Phase 7: Report Results

Format the report:

```markdown
## Automated Smoke Test Report

**Date**: [date]
**Project**: [project title]
**Main Scene**: [main scene path]
**Godot Version**: [version from Phase 1]
**Duration**: [X seconds]

---

### Results

| Check | Result |
|-------|--------|
| Project launched | ✅ / ❌ |
| No runtime errors | ✅ / ❌ (N errors found) |
| No critical crashes | ✅ / ❌ (N crashes detected) |
| No warnings | ✅ / ⚠️ (N warnings) |
| No assertion failures | ✅ / ❌ (N assertions failed) |

---

### Error Details

[If errors/crashes found, include the matching lines in a code block.
Otherwise: "No errors detected."]

---

### Warning Details

[If warnings found, include the matching lines in a code block.
Otherwise: "No warnings detected."]

---

### Verdict: [PASS | FAIL | SILENT-FAIL]

**FAIL** if ANY of:
- Project failed to start
- Runtime errors or crashes detected
- Assertion failures found
- Debug output could not be captured after retries

**SILENT-FAIL** if:
- Project launched successfully AND no errors/crashes detected BUT
debug output was empty or trivially short (zero or near-zero lines).
This means the project may have started but produced no frames or
lifecycle output — a configuration problem or silent hang. The user
should verify manually.

**PASS** if ALL of:
- Project launched successfully
- Debug output contains substantive content (not SILENT-FAIL threshold)
- No runtime errors or crashes
- No assertion failures
- Warnings are acceptable (advisory only — do not cause FAIL)
```

Present the report to the user. Do not write it to a file unless asked.
56 changes: 56 additions & 0 deletions .opencode/skills/setup-engine/SKILL.md
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Expand Up @@ -384,6 +384,62 @@ Wait for confirmation before writing any files.
5. **For module files**: Only create modules for subsystems where significant
changes occurred. Don't create empty or minimal module files.

### 7.3. Configure godot-mcp (Optional — Godot Only)

If Godot was chosen as the engine, the AI can work more effectively with the
[godot-mcp](https://github.com/Coding-Solo/godot-mcp) server, which provides
runtime tools for interacting with the Godot editor and running project:

**Available MCP tools:**
- `launch_editor` — launch the Godot editor
- `run_project` — run the current project
- `get_debug_output` — capture live debug output from the running project
- `stop_project` — stop the running project
- `get_godot_version` — check the installed Godot version
- `list_projects` — list all Godot projects
- `get_project_info` — get metadata about the project
- `create_scene` — create a new scene file
- `add_node` — add nodes to a scene
- `load_sprite` — load a sprite resource
- `save_scene` — save a scene file
- `export_mesh_library` — export a mesh library
- `get_uid` — get a resource UID
- `update_project_uids` — update project resource UIDs

**Installation:**
```bash
# Install via npx (no global install needed)
# Pin to a specific version in production (e.g., @coding-solo/godot-mcp@1.0.0)
npx @coding-solo/godot-mcp@latest
```

**OpenCode MCP configuration:**
Add to `opencode.json` or the appropriate MCP config file:
```json
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@coding-solo/godot-mcp"],
"env": {
"DEBUG": "true"
}
}
}
}
```

> **Note:** `DEBUG=true` enables verbose logging of all MCP communication (requests, responses, and debug info). Use it when troubleshooting MCP tool issues or during initial setup. Disable (`"DEBUG": "false"` or remove the variable) in normal use to reduce log noise.

**Environment setup:**
Optionally set `GODOT_PATH` if the Godot binary is not in PATH:
```json
"env": {
"GODOT_PATH": "/path/to/godot",
"DEBUG": "true"
}
```

---

## 8. Update CLAUDE.md Import
Expand Down
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