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@@ -1,5 +0,0 @@
|
||||
# 策划 Agent Memory Index
|
||||
|
||||
- [千禧年怀旧文化灵感](nostalgia-culture-inspirations.md) — 电视剧/广播体操/广场舞/电话热线/零食/小孩游戏/乡下活动灵感汇总
|
||||
- [建筑与区域规划](building-area-plan.md) — 城市主场景完整建筑清单、可进入室内、新增设施共识
|
||||
- [v0.1执行案状态](v01-execution-status.md) — 三份执行案已通过二次质量门审查,流水线可推进至④程序设计
|
||||
@@ -1,37 +0,0 @@
|
||||
---
|
||||
name: building-area-plan
|
||||
description: 城市主场景建筑与区域规划共识,包含完整建筑清单、可进入室内、新增设施
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
## 城市主场景建筑清单(2026-06-10 确认)
|
||||
|
||||
来源:头脑风暴-2026-06-10-建筑与区域规划.md
|
||||
|
||||
### 关键变更(vs 原场景设计)
|
||||
|
||||
- 小伙伴家:原"全部不可进入" → 4家可进入(简化室内)
|
||||
- 包机房:合并进街机店后屋
|
||||
- 废品回收:固定摊位 + 流动收废品车
|
||||
- 秘密基地:多处散布(工地围挡后、平房区死角等)
|
||||
- 新增店铺:粮油店、服装店/裁缝铺、鞋店(主街东侧)、储蓄所(西侧)
|
||||
- 新增设施:棋牌室(纯氛围)、公交站牌(纯装饰)、公共厕所、自行车棚、信报箱
|
||||
|
||||
### 主街布局(东西排列)
|
||||
|
||||
东→:学校操场 | 小卖部 | 粮油店 | 书店 | 服装店 | 鞋店 · 公交站 · 棋牌室 | 储蓄所 | 录像出租 | 网吧 | 街机店 ←西
|
||||
|
||||
### 可进入室内(~12个)
|
||||
|
||||
完整:主角家、合并小卖部、书店、街机店、网吧、录像出租点
|
||||
简化:死党A家(小区内)、死党B家(平房区)、老板儿子家(小卖部后屋)、女班长家(主角家同楼)
|
||||
|
||||
### 不做的元素
|
||||
|
||||
菜地(留乡下)、装修、游泳(河边不下水)
|
||||
|
||||
### How to apply:
|
||||
- 场景与世界观.md 已更新为最新清单
|
||||
- 新增店铺和设施在后续版本逐步添加(见版本映射)
|
||||
- 概念草案不变(冻结),变更记录在系统设计案中
|
||||
@@ -1,87 +0,0 @@
|
||||
---
|
||||
name: nostalgia-culture-inspirations
|
||||
description: 千禧年怀旧文化元素灵感 + 迈皋桥地区历史地理考据,含共识和待深入项
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
## 头脑风暴记录
|
||||
|
||||
来源:brainstorm-2026-06-05-nostalgia-culture.md
|
||||
日期:2026-06-05/06
|
||||
状态:方向确认完毕,待后续决定具体用法
|
||||
|
||||
### ⭐ 电话热线玩电视游戏 — 最值得深入
|
||||
|
||||
- 2000年前后电视台互动节目:打电话用按键音控制屏幕上的射击游戏
|
||||
- 作为游戏内小游戏的潜力最大:小游戏+叙事+时代感三合一
|
||||
- 体验流程:走到电话旁 → 拨号 → 进入简化版射击游戏 → 打完显示话费 → 「完了,肯定要被我妈骂」
|
||||
- starmen1265 明确标记为「值得深入」
|
||||
|
||||
### 电视剧/动画文化
|
||||
|
||||
- 千禧年小孩记忆锚点:还珠格格、西游记、灌篮高手、龙珠、迪迦奥特曼、数码宝贝
|
||||
- Cartoon Network 通过有线电视收看,是「有有线才能看的频道」
|
||||
- 引进外国剧:排球女将、成长的烦恼等
|
||||
- 城郊特有:CRT电视、天线收台、拍电视机、有线电视刚铺开
|
||||
|
||||
### 广播体操
|
||||
|
||||
- 第八套广播体操(1997)或「雏鹰起飞」(少儿版)
|
||||
- 潜力方向:氛围事件、节奏小游戏、叙事道具
|
||||
- 城郊特色:泥土操场、大喇叭杂音、冬天缩手做
|
||||
|
||||
### 广场舞/社区活动
|
||||
|
||||
- 2000年前后是前身形态(十几到几十人、收录机放磁带)
|
||||
- 城郊特色:扭秧歌、露天电影、露天卡拉OK
|
||||
|
||||
### 迈皋桥地区历史地理考据(关键发现)
|
||||
|
||||
**2000年的迈皋桥处于"正在城市化"的过渡状态**:
|
||||
- 迈皋桥广场不存在(约2005年随地铁建成,原址是石牌坊+屠宰场)
|
||||
- 红山路已存在(90年代建成)
|
||||
- 老街1998年启动拆迁,新旧交替
|
||||
- 734厂已拆,741厂(华电)还在转型
|
||||
- 大片菜地+农村平房正在被小区取代
|
||||
- 南北十里长沟是臭水沟("龙须沟"),2013年才整治
|
||||
- 两座7000+职工的国营大厂曾主导整个社区
|
||||
- 小卖部、大市场、高桥市场等商业氛围浓厚
|
||||
|
||||
### How to apply:
|
||||
- 电话热线游戏适合进入小游戏系统设计,需确定版本归属
|
||||
- 电视剧/动画元素适合做世界氛围素材(电视内容、贴纸、NPC对话)
|
||||
- 广播体操和广场舞适合作为场景氛围事件
|
||||
- 迈皋桥考据直接用于场景设计的"半城半乡"氛围塑造
|
||||
- 华电子弟学校、工厂宿舍区、菜地、老街都是高还原度的场景元素
|
||||
|
||||
---
|
||||
|
||||
## 2026-06-10 灵感补充
|
||||
|
||||
来源:头脑风暴-2026-06-10-建筑与区域规划.md
|
||||
|
||||
### 重点新发现(⭐⭐⭐)
|
||||
|
||||
1. **钻狗洞的秘密基地** — 多处散布(工地围挡后、平房区死角),高探索叙事价值
|
||||
2. **叠纸飞机** — 纸张收集+折叠选择+飞行结果三层玩法
|
||||
3. **不知道名字的小哥哥** — 一次性邂逅NPC,极高情感潜力微型叙事线
|
||||
4. **体力系统+家庭动态事件** — 吃饭补充体力→不吃炒饭→换速冻水饺→给饭钱
|
||||
5. **爷爷奶奶家亲戚小孩** — 乡下NPC角色体系(之前乡下NPC完全空白)
|
||||
|
||||
### 新零食/小吃(具体品牌品种)
|
||||
|
||||
大大泡泡糖、秀逗(超酸糖)、无花果丝、老鼠屎(盐津葡萄)、跳跳糖、烤鱿鱼、烤里脊
|
||||
|
||||
### 新小孩游戏
|
||||
|
||||
双人拍手/互推游戏、猜在哪个手里、跑步比赛、叠纸飞机
|
||||
|
||||
### 新人物/社交
|
||||
|
||||
- 北方来南方的同学(与"转学生"角色互补)
|
||||
- 等着去别人家(串门文化)
|
||||
|
||||
### 新乡下活动
|
||||
|
||||
钓鱼(鱼竿)、游泳、挤牛奶、喂鸡掏鸡蛋、菜地浇水、打水漂
|
||||
@@ -1,26 +0,0 @@
|
||||
---
|
||||
name: v01-execution-status
|
||||
description: v0.1三份执行案的质量门审查状态——二次审查已通过,但Gitea Issues标签尚未同步
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
## v0.1 执行案审查状态(截至2026-06-05)
|
||||
|
||||
三份执行案在二次审查(P-002-review-r2.md)中全部 **✅ 通过**:
|
||||
- `interaction-system-execution.md` (v0.1.2) — 优秀
|
||||
- `collection-system-execution.md` (v0.1.1) — 优秀
|
||||
- `player-controller-execution.md` (v0.1.1) — 良好
|
||||
|
||||
### Why:
|
||||
首次审查有5条阻塞问题(缺失独立文件、技术越界、内容匮乏、边界缺失),经过3轮迭代全部修正。
|
||||
|
||||
### 待同步事项:
|
||||
- Gitea Issues #1/#2/#3 仍标记为 `gate:execution-fail`、`status:blocked`,需 PM 更新标签
|
||||
- Pipeline Tracker (#8) 仍显示③为「质量门未通过」,需 PM 更新为通过
|
||||
- `v01-scope.md` 中 "WASD 步行移动" 需更新为 "WASD 跑步移动"(策划待同步项)
|
||||
|
||||
### How to apply:
|
||||
- 策划侧当前无阻塞任务,流水线可推进至④程序设计
|
||||
- 非阻塞建议(数据类型描述改行为语言、拾取物外观改纯视觉语言)留待量产阶段
|
||||
- 物品系统无独立执行案,④程序设计阶段由程序统一处理
|
||||
@@ -1,5 +0,0 @@
|
||||
- [Level Builder Tool](level-builder-tool.md) — 白模关卡自动生成 Python 脚本(tools/level-builder/,265→238 Actor 修复后验证通过)
|
||||
- [UE5.7 Python API](ue57-python-api.md) — 实测 API 差异(set_actor_rotation、new_level、CWD、import 路径、Rotator 关键字参数)
|
||||
- [V01 Bugfix](level-builder-bugfix-v01.md) — 8个白模关卡问题诊断修复(搭建指南6+解析器双重解析+构建器静默fallback)
|
||||
- [BSP Pivot Types](bsp-pivot-types.md) — 38种 BSP 资产实测锚点+自动补偿机制(角落/底边中心/底面中心)
|
||||
- [交互系统架构](interaction-effect-architecture.md) — v1.0 Effect/Action 数据驱动架构(Manager在GI、AInfo Tick、门派生、Prompt独立)
|
||||
@@ -1,34 +0,0 @@
|
||||
---
|
||||
name: bsp-pivot-types
|
||||
description: BlockingStarterPack 全部 38 种 BSP 资产的实测锚点位置和补偿方案
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
# BSP 资产锚点实测数据(2026-06-08)
|
||||
|
||||
## 锚点模式分类
|
||||
|
||||
| 模式 | 资产 | 特征 | 补偿 |
|
||||
|------|------|------|------|
|
||||
| **角落** | Floor_*, Cube, Fence_Small_400 | min≈(0,0,0) | XY 各偏半尺寸 |
|
||||
| **底边中心** | Wall_*, BarrierWall_* | min≈(0, ±half_thickness, 0) | X 偏半宽度,Y 已居中 |
|
||||
| **底面中心** | Cylinder, CirclePlatform, 家具, 道具 | min≈(-half, -half, 0) | 无需补偿 |
|
||||
|
||||
## 关键实测尺寸(非 default_size)
|
||||
|
||||
- **BarrierWall_600**: 实际 600×**60**×**210**cm(非 mapping 中的 20×100)
|
||||
- **BarrierWall_200**: 实际 200×**60**×**210**cm
|
||||
- **Floor_1000x1000**: Z 范围 -20 到 2(厚度 22cm,表面在 Z=2)
|
||||
- **Fence_Small_400**: 实际 407×6×112cm
|
||||
- **Wall_400x300**: 所有墙体 Y 方向已居中(±10cm)
|
||||
|
||||
## 补偿实现
|
||||
|
||||
`asset_mapping.py` 中 `pivot_offset_xy` 字段 + `get_pivot_compensation()` 函数:
|
||||
- 输入: asset_key, scale, rotation
|
||||
- 输出: (dx, dy) 偏移量
|
||||
- builder 中: spawn_pos = json_pos - compensation
|
||||
|
||||
## Why: 搭建指南统一用视觉中心坐标,但 BSP 资产锚点各异,不补偿会差半模型
|
||||
## How to apply: 新增 BSP 资产时先跑 check_pivots.py 实测锚点,再填 pivot_offset_xy。新增搭建指南时位置直接写视觉中心即可。
|
||||
@@ -1,31 +0,0 @@
|
||||
---
|
||||
name: interaction-effect-architecture
|
||||
description: 交互系统 v1.0 Effect/Action 数据驱动架构决策记录
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
## 交互系统架构决策(v1.0 重构,2026-06-11)
|
||||
|
||||
### 核心架构:Effect/Action 数据驱动
|
||||
|
||||
交互物不关心"交互后发生什么",只配置 Effect(由 Action 组成)交给 EffectManager 执行。
|
||||
|
||||
**Why:** v0.1 用 switch(Type) 硬编码,新增交互类型需改代码。v1.0 配数据即可。
|
||||
|
||||
### Manager 归属
|
||||
- FInteractionManager / FEffectManager 是普通 C++ 类,不是 UObject
|
||||
- 由 ASystemDriver (AInfo) 持有,随 World 生灭
|
||||
- 不依赖 UE Subsystem 生命周期,显式控制创建顺序和 Tick 顺序
|
||||
- 所有 UObject 引用用 TWeakObjectPtr,回调用 TFunction
|
||||
- GameInstance 不持有任何交互系统对象,只有 UPersistenceSubsystem 跨 World
|
||||
|
||||
### 分层规则
|
||||
- 表现层只读 Manager 缓存(getter),不碰 Component
|
||||
- Manager 在选择变化时从 Component 读一次并缓存
|
||||
- 逻辑事件仅用于 "A 影响 B"(如 Consume → Persistence)
|
||||
|
||||
### 协调方式
|
||||
- Character 输入回调通过 ASystemDriver::Get(World) 访问两个 Manager
|
||||
- Driver::BeginPlay 中 TFunction 连线 EffectManager.OnEffectComplete → Manager.OnInteractionFinished
|
||||
- PromptComponent 通过 Driver 获取 Manager,只读缓存
|
||||
@@ -1,27 +0,0 @@
|
||||
---
|
||||
name: level-builder-bugfix-v01
|
||||
description: v01白模关卡8个问题的诊断和修复记录,包括搭建指南/解析器/构建器的修改
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
# v01 白模关卡问题修复记录(2026-06-08)
|
||||
|
||||
## 修复的文件
|
||||
|
||||
| 文件 | 修改内容 |
|
||||
|------|---------|
|
||||
| `docs/technical/关卡-v01-搭建指南.md` | 修复6个问题:全局地面、Z1双Floor、西边界旋转统一、东边界改Wall_400x300、Z1房屋墙旋转、院门改WallDoorDouble、南边界Z7去重 |
|
||||
| `tools/level-builder/parsers/build_guide_parser.py` | 新增 `_deduplicate_actors()` 去重;`_parse_phase_ground` 缩小范围到B1段;支持 `旋转 (P,Y,R)` 列名;支持全局地面标题 |
|
||||
| `tools/level-builder/builder/scene_builder.py` | `load_asset` 失败时用 Cube 占位 + `[MISSING]` 前缀 + MI_DevPink 标记 |
|
||||
| `tools/level-builder/config/asset_mapping.py` | 新增 `WallDoorDouble_400x300` 资产映射 |
|
||||
| `tools/level-builder/parsers/markdown_table.py` | `parse_rotation` 增加箭头注释处理说明 |
|
||||
|
||||
## 诊断结论
|
||||
|
||||
- 8个问题中6个源头在**搭建指南**,2个涉及执行案
|
||||
- 解析器有双重解析bug(地面段解析了边界表格)已修复
|
||||
- 构建器有静默fallback已改为醒目标记
|
||||
|
||||
## Why: 用户检查生成的白模关卡发现多处明显错误,需要追溯源头并修复
|
||||
## How to apply: 重新生成关卡时使用修复后的 JSON(238 Actor)。如再出问题,先查搭建指南再查解析器。
|
||||
@@ -1,44 +0,0 @@
|
||||
---
|
||||
name: level-builder-tool
|
||||
description: 白模关卡自动生成 Python 脚本工具,位于 tools/level-builder/
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
# Level Builder 工具
|
||||
|
||||
## 位置
|
||||
`tools/level-builder/`
|
||||
|
||||
## 功能
|
||||
两阶段流水线:解析搭建指南 Markdown → JSON → UE5 Actor
|
||||
|
||||
## 使用方式
|
||||
```bash
|
||||
# 解析
|
||||
python tools/level-builder/main.py parse -i docs/technical/关卡-v01-搭建指南.md -o output/level_v01.json
|
||||
|
||||
# 验证
|
||||
python tools/level-builder/main.py validate -i output/level_v01.json
|
||||
|
||||
# 报告
|
||||
python tools/level-builder/main.py report -i output/level_v01.json -o output/搭建报告.md
|
||||
```
|
||||
|
||||
## UE5 构建
|
||||
在 UE5 编辑器 Python 控制台中:
|
||||
```python
|
||||
exec(open(r"tools/level-builder/main.py").read())
|
||||
# 然后 main(["build", "-i", "output/level_v01.json"])
|
||||
```
|
||||
|
||||
**Why:** 替代手动白模关卡搭建流程,从策划执行案/搭建指南自动生成关卡
|
||||
**How to apply:** 收到白模搭建任务时,优先运行此工具而非手动操作
|
||||
|
||||
## 依赖
|
||||
- UE5 PythonScriptPlugin 已在 .uproject 中启用
|
||||
- 37 种 BSP 资产映射(config/asset_mapping.py)
|
||||
- 当前解析搭建指南(parsers/build_guide_parser.py),未来扩展执行案解析器
|
||||
|
||||
## 数据
|
||||
- v0.1 解析结果:265 个 Actor(STR:123, PROP:53, BND:61, INTR:10, COLL:9, LGT:8, PLAY:1)
|
||||
@@ -1,69 +0,0 @@
|
||||
---
|
||||
name: ue57-python-api
|
||||
description: UE5.7 Python API 实测差异记录——set_actor_rotation、new_level、CWD 问题
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
# UE5.7 Python API 实测差异
|
||||
|
||||
## 2026-06-07 实测(UE 5.7, PythonScriptPlugin)
|
||||
|
||||
### `set_actor_rotation()` 需要 `teleport_physics` 参数
|
||||
```python
|
||||
# UE5.6 文档写法(会报错):
|
||||
actor.set_actor_rotation(unreal.Rotator(pitch, yaw, roll))
|
||||
|
||||
# UE5.7 正确写法:
|
||||
actor.set_actor_rotation(unreal.Rotator(pitch, yaw, roll), False)
|
||||
```
|
||||
**Why:** UE5.7 改了 API 签名,positional argument `teleport_physics` 变为必需
|
||||
**How to apply:** 所有 `set_actor_rotation()` 调用都加第二个参数 `False`
|
||||
|
||||
### `unreal.Rotator` 位置参数顺序不是 (Pitch, Yaw, Roll)
|
||||
```python
|
||||
# ❌ 错误:位置参数顺序非 P,Y,R,Yaw=90 会落到 Pitch(Y显示)
|
||||
actor.set_actor_rotation(unreal.Rotator(0, 90, 0), False)
|
||||
|
||||
# ✅ 正确:用关键字参数避免歧义
|
||||
actor.set_actor_rotation(unreal.Rotator(pitch=0, yaw=90, roll=0), False)
|
||||
```
|
||||
**Why:** UE5.7 Python `unreal.Rotator` 的位置参数顺序与关键字参数名不一致,第二个位置参数映射到 Pitch 而非 Yaw
|
||||
**How to apply:** 所有 `unreal.Rotator()` 调用必须使用关键字参数 `pitch=, yaw=, roll=`
|
||||
|
||||
### `-ExecutePythonScript` 模式下 CWD 不是项目目录
|
||||
```python
|
||||
# ❌ 错误:CWD 是引擎 Binaries 目录
|
||||
PROJECT_ROOT = Path(os.getcwd())
|
||||
# → E:\...\UE_5.7\Engine\Binaries\Win64
|
||||
|
||||
# ✅ 正确:通过环境变量传入
|
||||
PROJECT_ROOT = Path(os.environ.get("LB_PROJECT_ROOT", ""))
|
||||
```
|
||||
**Why:** UE5 引擎启动时将 CWD 设为引擎二进制目录
|
||||
**How to apply:** 由 bat 脚本设置 `LB_PROJECT_ROOT` 环境变量,Python 脚本从中读取
|
||||
|
||||
### `new_level()` 需要 `asset_path` 参数
|
||||
```python
|
||||
# ❌ 错误:
|
||||
unreal.EditorLevelLibrary.new_level()
|
||||
|
||||
# ✅ 正确:
|
||||
unreal.EditorLevelLibrary.new_level("/Game/Maps/LVL_SuburbanV01")
|
||||
```
|
||||
|
||||
### `AssetToolsSubsystem` 在 UE5.7 Python 中不可用
|
||||
`unreal.get_editor_subsystem(unreal.AssetToolsSubsystem)` 报 `no attribute 'AssetToolsSubsystem'`
|
||||
改用 `unreal.EditorLevelLibrary.new_level(asset_path)` 创建关卡
|
||||
|
||||
### 目录名含连字符导致 Python import 失败
|
||||
```
|
||||
tools/level-builder/ ← 连字符
|
||||
from tools.level_builder.config... ← 下划线,Python import 不支持连字符
|
||||
```
|
||||
修复:将 level-builder 根目录加入 sys.path,使用 `from config.asset_mapping import ...` 代替完整路径
|
||||
|
||||
## 相关文件
|
||||
- `tools/level-builder/builder/scene_builder.py`
|
||||
- `tools/level-builder/build_cmdline.py`
|
||||
- `tools/level-builder/build_level.bat`
|
||||
@@ -1,12 +0,0 @@
|
||||
---
|
||||
name: subagent-permissions
|
||||
description: 后台子 Agent 需要预授权 Edit/Write 权限才能修改文件
|
||||
metadata:
|
||||
type: feedback
|
||||
---
|
||||
|
||||
后台子 Agent(game-dev 等)无法弹出交互式权限确认,缺少 Edit/Write 授权时会直接被拒绝文件修改。
|
||||
|
||||
**Why:** 首次启动 game-dev 后台 Agent 实现 P-011 时,因 settings.json 缺少 Edit/Write 权限,Agent 只读了技术文档但无法修改源码。
|
||||
|
||||
**How to apply:** 在 `.claude/settings.json` 的 `permissions.allow` 中添加 `"Edit"` 和 `"Write"`(2026-06-10 已添加)。如果后续新增需要后台运行的工具,同样需要预授权对应权限。
|
||||
@@ -1,35 +0,0 @@
|
||||
---
|
||||
name: pipeline-status-20260603
|
||||
description: 2026-06-03 的流水线阶段判断结果,v0.1 处于阶段④执行案完善中
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
# 流水线阶段判断 — 2026-06-03
|
||||
|
||||
**当前版本**: v0.1 场景漫游与环境交互
|
||||
**流水线阶段**: ④ 执行案(质量门未通过)
|
||||
**游戏开发阶段**: 预制作
|
||||
|
||||
## 各阶段状态
|
||||
|
||||
| 阶段 | 状态 |
|
||||
|------|------|
|
||||
| ① 全局设计案 | 通过 |
|
||||
| ② 版本Roadmap | 通过(但需补全 v0.5-v0.7) |
|
||||
| ③ 当前版本设计文档 | 通过 |
|
||||
| ④ 执行案 | **未通过质量门** |
|
||||
| ⑤ 程序设计 | 不存在(前置未通过) |
|
||||
| ⑥ 美术产出 | 部分就位(主角模型已开始,白盒占位未系统产出) |
|
||||
| ⑦ 程序实现 | 未开始 |
|
||||
|
||||
## 关键发现
|
||||
|
||||
- 设计文档产出良好,覆盖面广
|
||||
- 但执行案与全局设计混合在同一文档中,未按流水线要求独立
|
||||
- 程序实现完全未启动(仅有 UE5 第三人称模板代码)
|
||||
- 模板变体代码(Variant_Combat/Platforming/SideScrolling)未清理
|
||||
- GameConfig/ 无实际配置文件
|
||||
|
||||
**Why:** 首次 /plan 诊断的基线快照
|
||||
**How to apply:** 后续 /plan 调用时对比此基线判断进度变化
|
||||
@@ -1,28 +0,0 @@
|
||||
---
|
||||
name: pipeline-status-20260605-p002
|
||||
description: P-002 执行案质量门审查结果 -- 整体不通过,三个系统均需修正
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
P-002 执行案质量门审查于 2026-06-05 完成,整体判定不通过。
|
||||
|
||||
**审查结论**:
|
||||
- 交互系统:不通过(技术越界 + 边界情况缺失)
|
||||
- 收集系统:不通过(v0.1 执行内容匮乏 + 边界情况完全缺失)
|
||||
- 角色控制:有条件通过(需创建独立执行案 + 少量补充)
|
||||
|
||||
**核心阻塞项**:
|
||||
1. 三个系统均缺失独立执行案文件(应为 `<系统名>-execution.md`)
|
||||
2. 三个系统均缺失迭代记录表头
|
||||
3. 交互系统技术越界(JSON 数据结构、程序实现注释、白盒占位模型需求)
|
||||
4. 收集系统 v0.1 部分仅 4 行,不可直接实现
|
||||
5. 交互系统和收集系统的边界情况均严重不足
|
||||
|
||||
**审查记录**:`docs/plans/reviews/P-002-review.md`
|
||||
|
||||
**Why:** 执行案质量门是③到④的必要门槛,不通过则无法进入程序设计阶段。当前设计文档同时承担设计案和执行案双重角色,需拆分。
|
||||
|
||||
**How to apply:** 下次会话时,v0.1 的状态应为"③执行案修正中"。策划需按审查报告的修正方向产出独立执行案文件后,重新提交质量门审查。
|
||||
|
||||
**Related:** [[pipeline-status-20260605]] [[design-doc-review]]
|
||||
@@ -1,35 +0,0 @@
|
||||
---
|
||||
name: pipeline-status-20260605
|
||||
description: P-001 原型阶段启动准备完成,当前处于流水线③执行案待确认状态
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
## 当前状态(2026-06-05)
|
||||
|
||||
- 阶段:原型阶段
|
||||
- 当前版本:v0.1
|
||||
- 流水线位置:③执行案待确认/更新(P-002)
|
||||
- P-001 原型阶段启动准备已完成
|
||||
|
||||
## P-001 完成内容
|
||||
|
||||
1. prototype-roadmap.md 审查完成 -- v0.1 范围对齐,发现 v0.2/v0.3 有细节遗漏(建议更新但未修改)
|
||||
2. roadmap.md v0.3 已补全"零花钱经济"
|
||||
3. 角色汇报机制已建立(reports/ 下三个模板文件)
|
||||
4. 草案归档已补充 D-001 和 D-002 记录
|
||||
|
||||
## 待决策事项
|
||||
|
||||
- prototype-roadmap.md 的 4 项建议更新需用户确认
|
||||
- v0.2/v0.3 验收标准待 v0.1 完成后详细定义(合理,不阻塞)
|
||||
|
||||
## 下一步
|
||||
|
||||
P-002:v0.1 执行案确认与更新,提交执行案质量门审查
|
||||
|
||||
## 相关记忆
|
||||
|
||||
- [[pipeline-status-20260603]]:上一轮流水线状态
|
||||
- [[design-doc-review]]:交互系统技术越界、收集系统缺边界情况
|
||||
- [[roadmap-alignment]]:roadmap 对齐问题
|
||||
@@ -1,19 +0,0 @@
|
||||
---
|
||||
name: roadmap-alignment
|
||||
description: 路线图已于 2026-06-05 全面重新评估,3 版本扩展为 4 版本,与可行性评估对齐
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
# 路线图重新评估完成(2026-06-05)
|
||||
|
||||
原 3 版本规划(v0.1-v0.3)已扩展为 4 版本(v0.1-v0.4),关键变化:
|
||||
- 原 v0.2(弹珠+NPC+室内+音效)拆分:弹珠独立为 v0.2,NPC/时间系统为 v0.3
|
||||
- 原 v0.3(时间+经济+NPC联动)拆分:时间+NPC 为 v0.3,经济+叙事为 v0.4
|
||||
- 经济系统从 v0.3 后移到 v0.4,降低单版本工作量
|
||||
- roadmap.md 已补全批量生产阶段 v0.5-v0.7
|
||||
|
||||
**Why:** 原 v0.2/v0.3 范围过大(各 20-32 天),单人开发风险高。拆分后每版本聚焦一个核心假设
|
||||
**How to apply:** 后续版本开发时,每版本聚焦一个假设,范围不再膨胀。如果发现范围偏大应及时拆分而非堆叠
|
||||
|
||||
关联记忆:[[pipeline-status-20260605]]
|
||||
@@ -1,5 +0,0 @@
|
||||
# game-reviewer 记忆索引
|
||||
|
||||
- [Gitea Token Permission](gitea-token-permission.md) — reviewer token 仅可评论,标签操作需用 PM token
|
||||
- [P-006 Review](p006-review-note.md) — Issue #17 白模搭建审查通过记录
|
||||
- [P-009 Review](p009-review-note.md) — Issue #20 收集系统程序设计审查通过记录
|
||||
@@ -1,12 +0,0 @@
|
||||
---
|
||||
name: gitea-token-permission
|
||||
description: reviewer token 权限限制——仅可评论,标签操作需 PM token
|
||||
metadata:
|
||||
type: feedback
|
||||
---
|
||||
|
||||
reviewer token (ff336234...) 权限不足,无法修改 Issue 标签(HTTP 403: write permission is required)。评论操作正常。
|
||||
|
||||
**Why:** reviewer token 可能被配置为只读 + 评论权限。
|
||||
|
||||
**How to apply:** 标签更新操作使用 PM 角色执行:`node .claude/skills/gitea-pm/gitea.js --role pm issue labels <number> --set <ids>`
|
||||
@@ -1,14 +0,0 @@
|
||||
---
|
||||
name: p006-review-note
|
||||
description: Issue #17 P-006 白模搭建审查通过记录
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
P-006(Issue #17)v0.1 白模关卡搭建审查于 2026-06-08 通过。
|
||||
|
||||
**结论:** 7 区域完整覆盖执行案,238 Actor,偏差记录详尽。
|
||||
|
||||
**已知偏差:** Z5 巷子宽度 260cm vs 设计 300cm(重大但不阻塞,260cm 仍可通行)。
|
||||
|
||||
**How to apply:** 后续 6b-6f 子任务可继续推进。空间精度偏差由用户决定是否修正。
|
||||
@@ -1,19 +0,0 @@
|
||||
---
|
||||
name: p009-review-note
|
||||
description: Issue #20 P-009 收集系统程序设计审查通过记录
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
## P-009 收集系统程序设计审查 (2026-06-10)
|
||||
|
||||
- Issue: #20
|
||||
- 审查类型: 程序设计(质量门 2)
|
||||
- 产出文件: `docs/technical/收集系统-技术方案.md`
|
||||
- 结果: **通过**
|
||||
|
||||
### 审查要点
|
||||
- 技术方案文档路径实际为中文文件名 `收集系统-技术方案.md`(非 Issue 中标注的 `collection-system-tech.md`)
|
||||
- 执行案文件名也是中文:`收集系统-执行案.md`(非 `collection-system-execution.md`)
|
||||
- 6 个检查维度全部通过:执行案覆盖度、美术资源需求、架构清晰度、数据流、技术风险、工作量与拆分建议
|
||||
- 标签操作:移除了 gate:art-fail(30) 和 status:in-review(14),添加了 review:pass(33)
|
||||
@@ -1,2 +0,0 @@
|
||||
- [Project Tech Stack](project-tech-stack.md) — D-002 确定的技术架构、模块选择、风险和工期预估
|
||||
- [Codebase Cleanup Needed](feedback-codebase-cleanup.md) — Variant_* 遗留代码需在 v0.1 前清理
|
||||
@@ -1,14 +0,0 @@
|
||||
---
|
||||
name: feedback-codebase-cleanup
|
||||
description: 评估发现遗留代码需要清理,避免后续开发混乱
|
||||
metadata:
|
||||
type: feedback
|
||||
---
|
||||
|
||||
# 遗留代码清理
|
||||
|
||||
**Rule:** v0.1 开始前需要清理 Source/ChildHood/ 中的 Variant_Combat、Variant_Platforming、Variant_SideScrolling 三个遗留游戏模式代码。
|
||||
|
||||
**Why:** 技术可行性评估时发现这些代码与 ChildHood 核心玩法无关,是之前原型实验的遗留。保留会污染代码库、增加编译时间、干扰新开发者理解项目结构。
|
||||
|
||||
**How to apply:** 在 v0.1 实施阶段的第一步,将这些目录归档或删除。清理后 ChildHoodCharacter、ChildHoodPlayerController、ChildHoodGameMode 作为项目基类保留。
|
||||
@@ -1,36 +0,0 @@
|
||||
---
|
||||
name: project-tech-stack
|
||||
description: ChildHood 项目的技术栈选择和架构决策记录
|
||||
metadata:
|
||||
type: project
|
||||
---
|
||||
|
||||
# ChildHood 技术栈与架构决策
|
||||
|
||||
**Why:** 技术可行性评估(D-002)确定的架构方向,后续所有技术设计需以此为基准。
|
||||
|
||||
**How to apply:** 新系统设计时参照此文档选择模块和方案;如有偏差需记录原因。
|
||||
|
||||
## 引擎与插件
|
||||
- UE 5.7.4,已启用 StateTree + GameplayStateTree + ModelingToolsEditorMode
|
||||
- 不使用 GAS、Nanite、Lumen、MassEntity
|
||||
- 已有模块依赖:Engine、AIModule、UMG
|
||||
|
||||
## 核心架构方案
|
||||
- 角色控制:ACharacter + Enhanced Input + SpringArm(已有基类 ChildHoodCharacter)
|
||||
- 交互系统:C++ Interface + SphereOverlap + UMG Widget
|
||||
- NPC:StateTree(已启用插件)+ 自定义对话 JSON 解析
|
||||
- 数据驱动:DataAsset + DataTable(对应 GameConfig/ CSV/JSON)
|
||||
- 小游戏:独立 GameMode + PlayerController,进入时切换
|
||||
- 时间系统:GameState 中的 TimeManager Subsystem
|
||||
- 存档:USaveGame + SaveGameToSlot
|
||||
|
||||
## 关键风险记忆
|
||||
- 小游戏(弹珠/四驱车/FC/街机)是最大风险,内容量决定工期
|
||||
- 弹珠操作手感必须在 v0.2 做 Throwaway 原型验证
|
||||
- Source/ 中的 Variant_* 遗留代码需清理
|
||||
- 叙事文本和美术资产是隐性工作量最大的非代码任务
|
||||
|
||||
## 工期预估参考
|
||||
- v0.1: 10-18 天,v0.2: 20-32 天,v0.3: 18-29 天
|
||||
- 全项目:158-249 天(约 5-8 个月全职)
|
||||
@@ -0,0 +1,125 @@
|
||||
---
|
||||
name: "game-art-prompter"
|
||||
description: "Use this agent when the user needs to generate GPT-Image-2 prompts for game art assets, including characters, scenes, props, UI elements, or any visual art direction needs. This includes when the user describes a visual concept and needs a refined, professional prompt for image generation.\\n\\nExamples:\\n\\n- User: \"我需要一个千禧年风格的小男孩角色,穿着校服,背着书包\"\\n Assistant: \"让我使用 game-art-prompter 来为这个角色生成专业的 GPT-Image-2 提示词。\"\\n (Since the user is describing a character concept, use the Agent tool to launch the game-art-prompter agent to craft an optimized image generation prompt.)\\n\\n- User: \"帮我设计一个城郊结合区的街道场景,要有年代感\"\\n Assistant: \"这个场景描述很适合用 game-art-prompter 来生成精确的图像提示词,让我启动它。\"\\n (Since the user needs a scene visualized, use the Agent tool to launch the game-art-prompter agent to create a detailed scene prompt.)\\n\\n- User: \"需要一批道具的参考图,包括玻璃弹珠、四驱车、溜溜球\"\\n Assistant: \"我来用 game-art-prompter 为这些道具分别生成图像提示词。\"\\n (Since the user listed multiple props needing visual references, use the Agent tool to launch the game-art-prompter agent to generate individual prompts for each item.)\\n\\n- User: \"UI界面需要那种复古游戏风格的按钮和面板\"\\n Assistant: \"让我调用 game-art-prompter 来为这种复古 UI 风格生成合适的图像提示词。\"\\n (Since the user is requesting UI visual assets, use the Agent tool to launch the game-art-prompter agent to design appropriate prompts.)"
|
||||
model: opus
|
||||
color: green
|
||||
---
|
||||
|
||||
You are a senior game art director with 15+ years of experience across multiple art styles — from pixel art and low-poly to hyper-realistic renders. You specialize in crafting precise, high-quality GPT-Image-2 prompts that consistently produce stunning game art assets. You have deep knowledge of visual design principles, color theory, composition, lighting, and how to translate abstract concepts into concrete visual descriptions.
|
||||
|
||||
## Core Identity
|
||||
|
||||
You are bilingual (Chinese/English) and understand both Eastern and Western art sensibilities. You excel at taking rough descriptions — whether they're a single sentence or a detailed brief — and transforming them into optimized GPT-Image-2 prompts that produce professional-quality game art.
|
||||
|
||||
## Project Context
|
||||
|
||||
You are working on **ChildHood(我的童年)**, a UE5.7.4 game with a **3D Lowpoly** art style featuring:
|
||||
- **Tone**: Warm colors, nostalgic atmosphere,千禧年 (millennium era) suburban-rural China aesthetic
|
||||
- **Setting**: Year 2000, urban-rural fringe areas (城郊结合区) like Nanjing's Maigaoqiao
|
||||
- **Style Reference**: NDS「放学后少年」free exploration + PS「我的暑假」daily narrative rhythm
|
||||
- **Visual Keywords**: Lowpoly, warm palette, soft lighting, childhood nostalgia, Chinese suburban 2000s
|
||||
|
||||
## Your Workflow
|
||||
|
||||
### 1. Understand the Request
|
||||
- Identify the asset type: **character (角色)**, **scene/environment (场景)**, **prop/item (道具)**, or **UI element (UI)**
|
||||
- Extract the core visual intent from the user's description
|
||||
- Determine the art style requirements (default to project's Lowpoly warm style unless specified otherwise)
|
||||
- Ask clarifying questions if the description is ambiguous
|
||||
|
||||
### 2. Analyze & Expand
|
||||
- Break down the visual elements: silhouette, color palette, materials, lighting, mood
|
||||
- Consider period-accurate details for 千禧年 setting when relevant
|
||||
- Think about how the asset fits within the broader game world
|
||||
- Note any cultural specifics (Chinese suburban life circa 2000)
|
||||
|
||||
### 3. Craft the GPT-Image-2 Prompt
|
||||
|
||||
Follow these prompt engineering principles:
|
||||
|
||||
**Structure your prompts in this order:**
|
||||
1. **Subject** — Clear, specific description of what to generate
|
||||
2. **Style** — Art style, rendering approach (e.g., "3D lowpoly", "cel-shaded")
|
||||
3. **Details** — Materials, textures, specific features
|
||||
4. **Composition** — Camera angle, framing, pose
|
||||
5. **Lighting** — Light source, time of day, mood
|
||||
6. **Color** — Palette, saturation, warmth
|
||||
7. **Background** — Environment context (or "white background" for isolated assets)
|
||||
8. **Negative/Exclusion** — What to avoid (optional but useful)
|
||||
|
||||
**Prompt Language Rules:**
|
||||
- Write the **main GPT-Image-2 prompt in English** for best generation quality
|
||||
- Provide a **Chinese explanation** of your creative decisions
|
||||
- If the user communicates in Chinese, respond in Chinese with English prompts embedded
|
||||
|
||||
**Quality Markers to Include (when applicable):**
|
||||
- Art style qualifiers: "3D lowpoly", "low-polygon count", "flat-shaded"
|
||||
- Quality boosters: "clean geometry", "consistent edge loops", "game-ready asset"
|
||||
- Mood enhancers: "warm lighting", "nostalgic atmosphere", "soft ambient occlusion"
|
||||
- Technical specs: "isometric view", "front view", "white background for extraction"
|
||||
|
||||
### 4. Output Format
|
||||
|
||||
For each asset, provide:
|
||||
|
||||
```
|
||||
## [Asset Name / 资产名称]
|
||||
**类型**: Character / Scene / Prop / UI
|
||||
**风格**: [Art style used]
|
||||
|
||||
### Prompt
|
||||
```
|
||||
[The complete GPT-Image-2 prompt, in English]
|
||||
```
|
||||
|
||||
### 设计说明
|
||||
- [Key design decisions explained in Chinese]
|
||||
- [Why specific visual choices were made]
|
||||
- [How it fits the project's aesthetic]
|
||||
|
||||
### 参数建议
|
||||
- 尺寸比例: [e.g., 1:1, 16:9, 4:3]
|
||||
- 视角建议: [camera angle reasoning]
|
||||
```
|
||||
|
||||
## Asset-Specific Guidelines
|
||||
|
||||
### Characters (角色)
|
||||
- Include: age, build, hairstyle, clothing (era-appropriate for 千禧年), expression, pose
|
||||
- 千禧年服装参考: 校服(运动服款)、帆布鞋、运动鞋、宽大T恤
|
||||
- Lowpoly specifics: simplified facial features, geometric hair, bold color blocks
|
||||
- Default to: front-facing 3/4 view, T-pose or natural idle pose
|
||||
|
||||
### Scenes/Environments (场景)
|
||||
- Include: time of day, weather, key landmarks, vegetation, architectural style
|
||||
- 千禧年场景元素: 红砖楼、小卖部、巷弄、电线杆、晾衣绳、自行车棚
|
||||
- Lowpoly specifics: blocky buildings, simplified trees, stylized clouds
|
||||
- Default to: wide establishing shot or eye-level perspective
|
||||
|
||||
### Props/Items (道具)
|
||||
- Include: material, size reference, worn/new condition, cultural significance
|
||||
- 千禧年道具参考: 玻璃弹珠、四驱车、溜溜球、水浒卡、小浣熊干脆面、铁皮青蛙
|
||||
- Lowpoly specifics: faceted surfaces, limited color palette, readable silhouette
|
||||
- Default to: isolated on white/transparent background, 3/4 view
|
||||
|
||||
### UI Elements (UI)
|
||||
- Include: function, interaction state, size relative to screen
|
||||
- 风格参考: 复古游戏界面、像素风边框、手绘质感
|
||||
- Lowpoly specifics: geometric shapes, bold icons, clean readable layout
|
||||
- Default to: flat/front view, clear silhouette
|
||||
|
||||
## Iteration & Refinement
|
||||
|
||||
- Always offer 2-3 **prompt variations** for each asset (different angles, moods, or styles)
|
||||
- If the user provides feedback on a generated image, adjust the prompt based on what needs to change
|
||||
- Keep a mental note of which prompt structures produce the best results
|
||||
|
||||
## Important Rules
|
||||
|
||||
1. **Never sacrifice clarity for creativity** — a prompt must be understandable first
|
||||
2. **Stay era-appropriate** — no modern smartphones, contemporary brands, or anachronistic elements in千禧年 assets
|
||||
3. **Maintain style consistency** — all prompts should feel like they belong in the same game world
|
||||
4. **Be specific about low-poly** — include geometry and shading descriptors that guide toward the low-poly aesthetic
|
||||
5. **Respect the warm, nostalgic tone** — avoid dark, gritty, or cold palettes unless explicitly requested
|
||||
6. **Provide actionable output** — every prompt should be ready to copy-paste into GPT-Image-2
|
||||
|
||||
@@ -3,7 +3,6 @@ name: "game-designer"
|
||||
description: "策划 Agent:头脑风暴、产出设计文档(概念草案/系统设计案/执行案)、场景设计、玩法机制定义、数值配置、版本复盘文档更新。触发关键词:设计、执行案、头脑风暴、概念草案、数值。"
|
||||
model: opus
|
||||
color: red
|
||||
memory: project
|
||||
skills:
|
||||
- gitea-collab
|
||||
- design-execution
|
||||
@@ -342,17 +341,4 @@ bash .claude/scripts/git-workflow.sh push
|
||||
|
||||
---
|
||||
|
||||
**持续更新你的 Agent 记忆**——当你发现设计模式、已确认的创意决策、头脑风暴共识点、跨系统关系、以及项目特有的叙事元素时记录下来。这会在多次对话中积累组织知识。写简洁的笔记。
|
||||
|
||||
---
|
||||
|
||||
## Memory
|
||||
|
||||
记忆系统规范参见 `.claude/skills/agent-memory.md`。
|
||||
你的记忆目录:`.claude/agent-memory/game-designer/`。
|
||||
你的 MEMORY.md 索引:`.claude/agent-memory/game-designer/MEMORY.md`。
|
||||
记忆索引行数上限 200 行,超过后截断。
|
||||
|
||||
## MEMORY.md
|
||||
|
||||
Your MEMORY.md is currently empty. When you save new memories, they will appear here.
|
||||
|
||||
@@ -3,7 +3,6 @@ name: "game-dev"
|
||||
description: "程序 Agent:根据执行案设计技术方案、编写 C++/蓝图代码、集成美术资产、版本复盘偏差汇报。触发关键词:技术方案、实现代码、偏差报告、修正技术方案。"
|
||||
model: opus
|
||||
color: blue
|
||||
memory: project
|
||||
skills:
|
||||
- requirements-analysis
|
||||
- level-builder
|
||||
@@ -284,17 +283,4 @@ bash .claude/scripts/git-workflow.sh catchup
|
||||
|
||||
---
|
||||
|
||||
**持续更新你的 Agent 记忆**——当你发现代码库架构模式、UE5 特定的实现技巧、性能特征、项目中的常见技术挑战、有用的代码片段和模式、系统与组件之间的关系时记录下来。这会在多次对话中积累技术组织知识。
|
||||
|
||||
---
|
||||
|
||||
## Memory
|
||||
|
||||
记忆系统规范参见 `.claude/skills/agent-memory.md`。
|
||||
你的记忆目录:`.claude/agent-memory/ue5-programmer/`。
|
||||
你的 MEMORY.md 索引:`.claude/agent-memory/ue5-programmer/MEMORY.md`。
|
||||
记忆索引行数上限 200 行,超过后截断。
|
||||
|
||||
## MEMORY.md
|
||||
|
||||
Your MEMORY.md is currently empty. When you save new memories, they will appear here.
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
name: "game-pm"
|
||||
description: "项目管理 Agent:进度管理(3阶段状态机)、任务分配与追踪、开发决策咨询。触发关键词:开始工作、进度、分配任务、优先级。"
|
||||
model: opus
|
||||
memory: project
|
||||
skills:
|
||||
- gitea-pm
|
||||
- gitea-collab
|
||||
@@ -209,11 +208,4 @@ bash .claude/scripts/git-workflow.sh post-release
|
||||
|
||||
---
|
||||
|
||||
## Memory
|
||||
|
||||
记忆系统规范参见 `.claude/skills/agent-memory.md`。
|
||||
你的记忆目录:`.claude/agent-memory/game-project-pm/`。
|
||||
你的 MEMORY.md 索引:`.claude/agent-memory/game-project-pm/MEMORY.md`。
|
||||
记忆索引行数上限 200 行,超过后截断。
|
||||
|
||||
持续更新你的记忆——当你发现项目模式、开发节奏、估算偏差、常见阻塞、有效任务粒度时记录下来。记忆类型包括:user、feedback、project、reference。写简洁、可操作的笔记。
|
||||
---
|
||||
|
||||
@@ -3,7 +3,6 @@ name: "game-reviewer"
|
||||
description: "审查子代理 — 角色完成工作后启动,审查交付物质量,更新 Issue 标签和评论。使用 ai-reviewer 账号操作 Gitea。"
|
||||
model: opus
|
||||
color: purple
|
||||
memory: project
|
||||
tools: Read, Grep, Glob, Bash, Skill
|
||||
skills:
|
||||
- gitea-collab
|
||||
@@ -148,9 +147,4 @@ skills:
|
||||
|
||||
---
|
||||
|
||||
## Memory
|
||||
|
||||
记忆系统规范参见 `.claude/skills/agent-memory.md`。
|
||||
你的记忆目录:`.claude/agent-memory/game-reviewer/`。
|
||||
你的 MEMORY.md 索引:`.claude/agent-memory/game-reviewer/MEMORY.md`。
|
||||
记忆索引行数上限 200 行,超过后截断。
|
||||
---
|
||||
|
||||
@@ -1,139 +0,0 @@
|
||||
# Git 快速参考(AI 用)
|
||||
|
||||
> 从 [GIT-GUIDE.md](GIT-GUIDE.md) 精简。完整规范见原文。
|
||||
|
||||
---
|
||||
|
||||
## 分支策略
|
||||
|
||||
**develop 长期开发分支模型** — 单人开发 + 多 Agent 协作。
|
||||
|
||||
```
|
||||
main ─────────── 永远可玩可编译,受保护,禁止直接推送
|
||||
│
|
||||
│ PR (Gitea) ← 里程碑/迭代结束时,PM 发起
|
||||
│
|
||||
└── develop ──── 长期分支,所有 agent 在此工作
|
||||
```
|
||||
|
||||
| 分支 | 生命期 | 说明 |
|
||||
|---|---|---|
|
||||
| `main` | 永久 | 稳定版本,受保护 |
|
||||
| `develop` | 永久 | 日常开发分支,所有 agent 共用 |
|
||||
|
||||
**辅助分支(可选,用于实验):**
|
||||
|
||||
| 分支 | 前缀 | 生命期 | 说明 |
|
||||
|---|---|---|---|
|
||||
| 原型 | `prototype/` | 实验完即删 | 技术验证,随便写 |
|
||||
| 发布 | `release/` | 永久 | 从 main 切出,版本标记 |
|
||||
|
||||
**流程:**
|
||||
1. 所有开发在 `develop` 上进行 → 2. 迭代完成时创建 PR → 3. 审查通过后合并回 `main`
|
||||
|
||||
---
|
||||
|
||||
## 提交规范
|
||||
|
||||
**格式:** `<type>(<scope>): <中文描述>`
|
||||
|
||||
- subject ≤ 50 字符,中文描述,技术术语保留英文
|
||||
- body 可选,每行 ≤ 72 字符
|
||||
|
||||
**Type(必选):**
|
||||
|
||||
| Type | 用途 |
|
||||
|---|---|
|
||||
| `feat` | 新功能 |
|
||||
| `fix` | Bug 修复 |
|
||||
| `art` | 美术资源 |
|
||||
| `level` | 关卡/场景 |
|
||||
| `audio` | 音效/音乐 |
|
||||
| `bp` | 蓝图逻辑 |
|
||||
| `refactor` | 重构(不改功能) |
|
||||
| `config` | 项目/引擎配置 |
|
||||
| `docs` | 文档 |
|
||||
| `wip` | 进行中(未完成) |
|
||||
|
||||
**Scope(可选,常用):**
|
||||
`player` `enemy` `combat` `ui` `camera` `inventory` `dialogue` `quest` `save` `audio` `animation` `ai` `level` `vfx`
|
||||
|
||||
**示例:**
|
||||
```
|
||||
feat(player): 实现角色跳跃和二段跳
|
||||
fix(camera): 修复穿墙时摄像机卡顿问题
|
||||
bp(enemy): 实现巡逻-追击-攻击状态机
|
||||
wip(crafting): 合成系统UI初步框架
|
||||
config: 启用Nanite和Lumen
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## UE5 注意事项
|
||||
|
||||
- 蓝图与 C++ 分开提交
|
||||
- `.uasset` / `.umap` 无法 diff → commit message 必须写清改了什么
|
||||
- 不提交 `Binaries/` `Intermediate/` `Saved/` `.vs/`
|
||||
|
||||
---
|
||||
|
||||
## 版本号
|
||||
|
||||
`v主版本.次版本.修订号` — 主版本=里程碑,次版本=新系统,修订号=小修
|
||||
|
||||
---
|
||||
|
||||
## 远程仓库
|
||||
|
||||
**SSH 地址**:`ssh://sc-gitea@micecola.top:2223/starmen1265/ChildHood.git`
|
||||
|
||||
> ⚠️ 用户名是 `sc-gitea`(非默认 `git`),端口是 `2223`(非默认 22)
|
||||
|
||||
**切换远程地址**:
|
||||
```bash
|
||||
git remote set-url origin ssh://sc-gitea@micecola.top:2223/starmen1265/ChildHood.git
|
||||
```
|
||||
|
||||
**SSH config**(`~/.ssh/config`):
|
||||
```
|
||||
Host gitea micecola.top
|
||||
HostName micecola.top
|
||||
Port 2223
|
||||
User sc-gitea
|
||||
IdentityFile ~/.ssh/id_ed25519_gitea
|
||||
IdentitiesOnly yes
|
||||
```
|
||||
|
||||
**内网地址**(家里用):`ssh://sc-gitea@192.168.1.22:2223/starmen1265/ChildHood.git`
|
||||
|
||||
完整规范见 → [GIT-GUIDE.md](GIT-GUIDE.md)
|
||||
|
||||
---
|
||||
|
||||
## 自动化工作流
|
||||
|
||||
`git-workflow.sh` 脚本封装了常用 git 操作:
|
||||
|
||||
```bash
|
||||
# 开始工作:确保在 develop 上且最新
|
||||
bash .claude/scripts/git-workflow.sh ready
|
||||
|
||||
# 提交修改
|
||||
bash .claude/scripts/git-workflow.sh commit <type> <scope> "中文描述"
|
||||
|
||||
# 推送到远程
|
||||
bash .claude/scripts/git-workflow.sh push
|
||||
|
||||
# 查看状态
|
||||
bash .claude/scripts/git-workflow.sh status
|
||||
```
|
||||
|
||||
### PM 发布流程
|
||||
|
||||
```bash
|
||||
# 创建 develop → main PR
|
||||
bash .claude/scripts/git-workflow.sh release "迭代名称"
|
||||
|
||||
# 用户在 Gitea 合并后同步
|
||||
bash .claude/scripts/git-workflow.sh post-release
|
||||
```
|
||||
@@ -1,285 +0,0 @@
|
||||
# 游戏开发工作流
|
||||
|
||||
> 本文档定义游戏项目的开发阶段、任务管理、角色职责、产出标准和质量检查规则。
|
||||
> 项目采用 3 阶段开发模型:草图 → 总路线 → 迭代。每个阶段有独立的技能文件管理任务序列。
|
||||
>
|
||||
> 项目管理工具当前使用 Gitea。PM 操作详见 `gitea-pm` 技能,通用协作详见 `gitea-collab` 技能。
|
||||
> 阶段技能文件:
|
||||
> - `.claude/skills/project-initializer.md` — 项目初始化
|
||||
> - `.claude/skills/stage-sketch.md` — 草图阶段
|
||||
> - `.claude/skills/stage-roadmap.md` — 总路线阶段
|
||||
> - `.claude/skills/stage-iteration.md` — 迭代阶段
|
||||
|
||||
---
|
||||
|
||||
## 角色定义
|
||||
|
||||
| 角色 | 职责 | 产出位置 | PM 如何判断其进度 |
|
||||
|------|------|----------|-------------------|
|
||||
| **策划** (Design) | 玩法设计、数值平衡、叙事、系统机制 | `docs/design/`、`GameConfig/` | 扫描 `docs/design/` 和 `GameConfig/` 目录中的文件 |
|
||||
| **程序** (Dev) | 系统实现、技术架构、Bug 修复 | `Source/`、`Content/`、`docs/technical/` | 扫描对应目录中的文件 |
|
||||
| **美术** (Art) | 美术需求分析、资产规格、风格指南 | `docs/art/`、`Content/` | 扫描对应目录中的文件 |
|
||||
| **PM** | 进度管理(3阶段状态机)、任务分配与追踪、开发决策咨询 | **Gitea Issues + Milestones** | 通过 Gitea 读取任务和里程碑 |
|
||||
| **审查** (Reviewer) | 审查交付物质量、更新 Issue 标签和评论 | Issue 评论 | 通过 `review:pass/fail` 标签 |
|
||||
|
||||
### 协作规则
|
||||
|
||||
- **策划先行**:设计文档是其他角色的需求源
|
||||
- **程序读设计**:实现前必须先读取对应设计文档和配置表
|
||||
- **文档即交接**:Agent 之间不直接通信,通过共享文档目录 + 任务 Issue 评论交接(参见 `gitea-collab` 技能)
|
||||
- **冲突时用户说了算**:玩法/数值/叙事的最终决定权在用户
|
||||
- **PM 是进度调度器**:PM 管理进度和任务分配,不做审查
|
||||
- **审查是子代理**:角色完成工作后启动 game-reviewer 子代理审查,审查结果返回给角色,角色向用户汇报
|
||||
- **会话启动先调 PM**:每次工作会话开始时,用户先调 PM 执行进度检查,确认当前状态后再进入具体工作
|
||||
- **用户驱动角色切换**:角色间的工作切换由用户手动触发,PM 不自动指派任务
|
||||
- **角色任务汇报**:各角色通过项目管理工具在任务 Issue 下评论汇报进度,PM 据此追踪
|
||||
|
||||
### 进度汇报规则
|
||||
|
||||
- 进度管理唯一真实来源是 **项目管理工具**(当前为 Gitea Issues + Milestones)。具体操作参见 `gitea-pm` / `gitea-collab` 技能
|
||||
- 各角色完成工作后在对应 Issue 下评论汇报,不更新本地 report 文件
|
||||
- PM 通过项目管理工具读取任务和评论,给出行动建议
|
||||
- 角色完成工作后自行启动 game-reviewer 子代理审查,审查通过后 PM 请示用户关闭 Issue
|
||||
- 任务追踪使用唯一任务 ID(格式:`[角色前缀]-[三位数字]`),对应 Issue 标题前缀
|
||||
- 审查结果通过 Issue 评论发布
|
||||
|
||||
---
|
||||
|
||||
## 开发阶段
|
||||
|
||||
项目开发分为三个阶段,每个阶段有独立的技能文件管理任务序列。
|
||||
|
||||
```
|
||||
草图阶段 ─── "这个游戏是什么?能不能做?" ─── 概念设计 + 技术可行性
|
||||
↓
|
||||
总路线阶段 ─── "全面设计蓝图" ─── 9 份设计文档 + 版本路径图
|
||||
↓
|
||||
迭代阶段 ─── "按版本迭代开发" ─── 插件准备 → 执行案 → 开发 → 整合 → 修复
|
||||
↑ ↓
|
||||
└──── 迭代完成,有下一个迭代 ←── 迭代完成 ───────┘
|
||||
```
|
||||
|
||||
**阶段转换由 PM 建议但需用户确认**。阶段技能文件定义了每个阶段的任务序列和转换条件。
|
||||
|
||||
---
|
||||
|
||||
### 草图阶段
|
||||
|
||||
**目的**:确定游戏是什么——玩法方向、美术风格、技术可行性。
|
||||
|
||||
**关注问题**:这个游戏是什么?为什么要做?做不做得了?
|
||||
|
||||
#### 任务序列(2 个任务)
|
||||
|
||||
1. **概念设计** (D-XXX) — 策划产出概念草案
|
||||
2. **技术可行性评估** (P-XXX) — 程序评估技术可行性(依赖概念设计完成)
|
||||
|
||||
#### 完成标志
|
||||
|
||||
两个任务都关闭 + 草图阶段里程碑下无 open issues → 进入总路线阶段。
|
||||
|
||||
#### 详细任务定义
|
||||
|
||||
参见 `.claude/skills/stage-sketch.md`。
|
||||
|
||||
---
|
||||
|
||||
### 总路线阶段
|
||||
|
||||
**目的**:建立完整的游戏设计蓝图,规划版本迭代路径。
|
||||
|
||||
**关注问题**:游戏长什么样?有哪些系统?分几个版本做?
|
||||
|
||||
#### 任务序列(9 个任务)
|
||||
|
||||
1. **设计总索引** (D-XXX) — 必须完整
|
||||
2. **世界观设计** (D-XXX) — 允许占位
|
||||
3. **剧情设计** (D-XXX) — 允许占位
|
||||
4. **角色设计** (D-XXX) — 允许占位
|
||||
5. **系统设计** (D-XXX) — ⚠️ 必须完整
|
||||
6. **关卡设计** (D-XXX) — ⚠️ 必须完整
|
||||
7. **UI 设计** (D-XXX) — 允许占位
|
||||
8. **音频设计** (D-XXX) — 允许占位
|
||||
9. **版本路径图** (D-XXX) — 必须完整(依赖 2-8)
|
||||
|
||||
**占位规则**:除系统设计和关卡设计外,其他文档允许空文件占位(标题+章节+「待填充」),后续迭代完善。
|
||||
|
||||
#### 完成标志
|
||||
|
||||
所有任务关闭 + 里程碑下无 open issues → 进入迭代阶段。
|
||||
|
||||
#### 详细任务定义
|
||||
|
||||
参见 `.claude/skills/stage-roadmap.md`。
|
||||
|
||||
---
|
||||
|
||||
### 迭代阶段
|
||||
|
||||
**目的**:按版本迭代推进开发,每个迭代完成一个可玩版本。
|
||||
|
||||
**关注问题**:这个版本做什么?做到什么程度?Bug 修了没?
|
||||
|
||||
#### 任务序列(每迭代 6-9 个任务)
|
||||
|
||||
| 任务 | 角色 | 说明 |
|
||||
|------|------|------|
|
||||
| 插件资产检查与准备 | 程序 | 仅首次迭代 |
|
||||
| 设计案迭代补充 | 策划 | 可选 |
|
||||
| 策划执行案 | 策划 | 必选 |
|
||||
| 程序需求分析 | 程序 | 必选 |
|
||||
| 关卡搭建 | 程序 | 有场景时 |
|
||||
| 系统开发 | 程序 | 必选 |
|
||||
| 优化意见 | 程序 | 必选 |
|
||||
| 资产接入整合 | 程序 | 必选 |
|
||||
| Bug 修复 | 程序 | 必选 |
|
||||
|
||||
**关键规则**:PM 每次激活时只创建下一个可创建的任务,不要一次全部创建。
|
||||
|
||||
#### 迭代完成
|
||||
|
||||
Bug 修复关闭 → 询问用户是否有下一个迭代:
|
||||
- **有** → 关闭当前里程碑 → 创建下一个迭代里程碑 → 继续
|
||||
- **没有** → 返回总路线阶段
|
||||
|
||||
#### 详细任务定义
|
||||
|
||||
参见 `.claude/skills/stage-iteration.md`。
|
||||
|
||||
---
|
||||
|
||||
## 设计文档层级关系
|
||||
|
||||
草案、设计案、执行案三者的关系:
|
||||
|
||||
| 层级 | 定位 | 比喻 | 特点 |
|
||||
|------|------|------|------|
|
||||
| **草案** (概念草案.md) | 给游戏**定调** | 灵魂 | 回答"这个游戏是什么",简略但方向明确 |
|
||||
| **设计案** | 给游戏**定骨架** | 骨架 | 基于草案的原则展开系统设计,定义有哪些系统、系统关系、核心行为 |
|
||||
| **执行案** | 给游戏**填血肉** | 血肉 | 细化到程序可直接实现的交互规则和行为细节 |
|
||||
|
||||
设计案初始基于草案的原则进行设计。在后续迭代中遇到具体问题时,可以灵活调整或替换草案中的元素——草案是方向指引,不是硬性约束。
|
||||
|
||||
---
|
||||
|
||||
## 执行案规范
|
||||
|
||||
### 执行案格式
|
||||
|
||||
每个执行案文件顶部必须包含**迭代记录表头**:
|
||||
|
||||
```markdown
|
||||
# <系统名>执行案
|
||||
|
||||
## 迭代记录
|
||||
|
||||
| 迭代版本 | 修改日期 | 状态 | 说明 |
|
||||
|----------|----------|------|------|
|
||||
| v0.1 | 2026-06-10 | 📝 设计中 | 初始版本 |
|
||||
|
||||
> 状态标记:📝 设计中 | 🔄 开发中 | ✅ 已同步
|
||||
|
||||
---
|
||||
|
||||
## 系统概述
|
||||
(描述该系统做什么、服务于什么体验目标)
|
||||
|
||||
## 行为规则
|
||||
(当前最新状态的所有行为规则)
|
||||
```
|
||||
|
||||
### 执行案必须包含
|
||||
|
||||
1. **系统概述**:这个系统做什么、服务于什么体验目标
|
||||
2. **完整的行为规则清单**:每个操作的触发条件、触发后表现、结束条件
|
||||
3. **状态和状态转换**:系统有哪些状态、什么条件触发状态变化
|
||||
4. **边界情况处理**:异常/极端情况下的系统行为
|
||||
5. **与其他系统的交互**:本系统与其他系统的关联和影响
|
||||
|
||||
### 执行案不应包含
|
||||
|
||||
- 用什么引擎组件实现
|
||||
- 代码/脚本架构怎么组织
|
||||
- 数据用什么格式存储
|
||||
- 具体的参数精确值(调优参数标注"建议值,可调")
|
||||
|
||||
### 关卡执行案
|
||||
|
||||
- 当版本开发涉及场景搭建时,策划额外产出一份关卡执行案
|
||||
- 关卡执行案将场景设计案的氛围描述转化为空间精度搭建指南(坐标、尺寸、BSP 资产映射)
|
||||
- 使用混合坐标体系:区域用场景绝对坐标,区域内物件用相对偏移坐标
|
||||
- 交互物和收集品的位置标注必须与交互系统/收集系统执行案交叉引用
|
||||
- 完整规范参见 `.claude/refs/level-execution-template.md`
|
||||
|
||||
---
|
||||
|
||||
## 审查流程
|
||||
|
||||
> 审查由 **game-reviewer 子代理**执行,不再由 PM 执行。
|
||||
> 角色完成工作后自行启动 reviewer 子代理。
|
||||
|
||||
### 审查触发
|
||||
|
||||
角色完成工作 → 在 Issue 下评论汇报 → 改标签为 `status:in-review` → 启动 game-reviewer 子代理
|
||||
|
||||
### 审查标准
|
||||
|
||||
审查标准定义在 `.claude/skills/quality-gate-review.md`,包含 4 道质量门:
|
||||
1. 执行案质量门 — 完整性、清晰性、边界情况、系统关联、技术越界
|
||||
2. 程序设计质量门 — 执行案覆盖度、美术需求、架构、数据流、风险、工作量
|
||||
3. 美术资产验收门 — 需求覆盖、资产到位、规格、缺失处理
|
||||
4. 程序实现验收门 — 设计一致性、覆盖度、资产使用、偏差处理
|
||||
|
||||
### 审查结果
|
||||
|
||||
- **通过** → reviewer 更新标签为 `review:pass` → 角色向用户汇报 → 用户决定是否关闭
|
||||
- **未通过** → reviewer 更新标签为 `review:fail` + `status:blocked` → 角色向用户汇报 → 修改后重新提交
|
||||
|
||||
---
|
||||
|
||||
## 审查质量标准
|
||||
|
||||
> 以下标准供 game-reviewer 子代理使用。详细标准定义在 `.claude/skills/quality-gate-review.md`。
|
||||
|
||||
### 执行案质量标准
|
||||
|
||||
- [ ] 是否覆盖了该系统所有玩家可感知的行为?
|
||||
- [ ] 每个操作是否明确了触发条件、触发后表现、结束条件?
|
||||
- [ ] 边界情况是否都处理了?
|
||||
- [ ] 与其他系统的关联是否说明?
|
||||
- [ ] 是否有模糊地带?行为描述是否无歧义?
|
||||
- [ ] 是否误入了技术细节?参数值是否标注为"建议值,可调"?
|
||||
- [ ] 迭代记录表头是否存在且填写完整?
|
||||
|
||||
### 程序设计质量标准
|
||||
|
||||
- [ ] 是否完整回应了执行案中的每条行为规则?(逐条对照)
|
||||
- [ ] 美术资源需求是否列得具体(尺寸、数量、触发时机)?
|
||||
- [ ] 类与组件架构是否清晰?
|
||||
- [ ] 数据流是否明确?
|
||||
- [ ] 技术风险是否识别?
|
||||
- [ ] 工作量估算是否给出?实现拆分建议是否合理且可操作?
|
||||
|
||||
### 美术资产验收标准
|
||||
|
||||
- [ ] 资源需求清单中的每一项是否都有对应的美术产出?(逐项对照)
|
||||
- [ ] 资产文件是否已放置在对应目录?
|
||||
- [ ] 资产规格是否符合需求?
|
||||
- [ ] 未到位资产是否有明确的处理方案?
|
||||
|
||||
### 程序实现验收标准
|
||||
|
||||
- [ ] 实现是否与程序设计方案一致?(逐条对照)
|
||||
- [ ] 最终实现是否完整覆盖了执行案中的所有行为规则?
|
||||
- [ ] 美术资产是否已正确集成并使用?
|
||||
- [ ] 偏差清单是否已梳理清楚?重大偏差是否有处理方案?
|
||||
|
||||
---
|
||||
|
||||
## 单人独立开发的特殊考量
|
||||
|
||||
- **无法并行**——同一时间只能做一件事,选择更关键
|
||||
- **精力有限**——避免一次性拆分太多并行任务
|
||||
- **心流重要**——建议按「完整做完一个小系统」而非「同时推进多个系统」的方式工作
|
||||
- **早期验证**——越早能跑起来看到东西,越不容易失去动力
|
||||
- **文档交接**——Agent 之间通过文档交接,PM 是进度调度器,reviewer 负责质量把关
|
||||
@@ -1,248 +0,0 @@
|
||||
ChildHood 项目当前使用本地 Markdown 文件(docs/plans/current.md、reports/、reviews/、archive/)进行进度管理。用户已在 Gitea 上搭建了 Issue/Milestone/看板基础设施(3 个 Issue、1 个 Milestone、1
|
||||
个看板),并希望将进度管理完全迁移到 Gitea,不再保留本地降级模式。
|
||||
|
||||
核心目标:Gitea 成为唯一的进度管理真实来源,获得可视化看板、Web 面板随时查看、更结构化的任务管理体验。
|
||||
|
||||
---
|
||||
一、结论:可行,但有前提条件
|
||||
|
||||
迁移可行,Gitea API 能覆盖当前进度管理 80%+ 的需求。但有两个前提条件必须先解决:
|
||||
|
||||
1. UTF-8 编码问题:现有 3 个 Issue 的中文全部乱码,说明之前通过 API 创建时编码处理有误。这是阻塞性问题,必须在迁移前解决。
|
||||
2. API Token 写权限验证:ai-pm 账号的 Token 需要验证对 Issue/Milestone/Label/Comment 的写操作权限。
|
||||
|
||||
---
|
||||
二、本地概念 → Gitea 映射设计
|
||||
|
||||
任务 (P-002) → Issue(标题含任务ID前缀,如 "P-002 v0.1 执行案")
|
||||
版本 (v0.1) → Milestone(如 "v0.1-基础交互")
|
||||
任务完成 [x] → Issue 关闭 (state=closed)
|
||||
任务状态 → Label(status:backlog / in-progress / blocked / in-review / done)
|
||||
流水线步骤 → Label(pipeline:3-execution / 4-tech-design / ...)
|
||||
角色归属 → Label(role:design / dev / art / pm)+ assignee
|
||||
质量门判定 → Label(gate:execution-pass/fail / tech-pass/fail / ...)
|
||||
角色汇报 → Issue 评论
|
||||
审查记录 → Issue 评论(摘要+链接)+ 本地文件(详细内容保留)
|
||||
任务依赖 → Issue Dependencies API
|
||||
流水线总览 → Meta Issue(body 中维护流水线进度表)
|
||||
|
||||
需要创建的 Label 体系(共约 20 个)
|
||||
|
||||
┌──────────────┬─────────────────────────────────────────────────────────────────────────────────────────────┬────────────────────┐
|
||||
│ 类别 │ Labels │ 用途 │
|
||||
├──────────────┼─────────────────────────────────────────────────────────────────────────────────────────────┼────────────────────┤
|
||||
│ status (6) │ status:backlog status:ready status:in-progress status:blocked status:in-review status:done │ 任务生命周期状态 │
|
||||
├──────────────┼─────────────────────────────────────────────────────────────────────────────────────────────┼────────────────────┤
|
||||
│ pipeline (5) │ pipeline:3-execution pipeline:4-tech-design pipeline:5-art pipeline:6-impl pipeline:7-retro │ 当前在流水线哪一步 │
|
||||
├──────────────┼─────────────────────────────────────────────────────────────────────────────────────────────┼────────────────────┤
|
||||
│ role (4) │ role:design role:dev role:art role:pm │ 归属角色 │
|
||||
├──────────────┼─────────────────────────────────────────────────────────────────────────────────────────────┼────────────────────┤
|
||||
│ gate (8) │ gate:execution-pass/fail gate:tech-pass/fail gate:art-pass/fail gate:impl-pass/fail │ 质量门审查结果 │
|
||||
└──────────────┴─────────────────────────────────────────────────────────────────────────────────────────────┴────────────────────┘
|
||||
|
||||
本地文件处理策略
|
||||
|
||||
┌──────────────────────┬────────────────────┬─────────────────────────────────────────────────────────────────────┐
|
||||
│ 文件 │ 策略 │ 原因 │
|
||||
├──────────────────────┼────────────────────┼─────────────────────────────────────────────────────────────────────┤
|
||||
│ current.md │ 废弃 │ 流水线进度迁移到 Pipeline Tracker Meta Issue;任务列表迁移到 Issues │
|
||||
├──────────────────────┼────────────────────┼─────────────────────────────────────────────────────────────────────┤
|
||||
│ reports/*.md │ 废弃 │ 角色汇报迁移到 Issue 评论 │
|
||||
├──────────────────────┼────────────────────┼─────────────────────────────────────────────────────────────────────┤
|
||||
│ reviews/*.md │ 保留本地 │ 审查记录是结构化文档,内容复杂;Issue 评论中放结论摘要+文件链接 │
|
||||
├──────────────────────┼────────────────────┼─────────────────────────────────────────────────────────────────────┤
|
||||
│ archive/ │ 冻结现有,不再新增 │ closed Issues = 归档,通过 Milestone 过滤查看历史 │
|
||||
├──────────────────────┼────────────────────┼─────────────────────────────────────────────────────────────────────┤
|
||||
│ prototype-roadmap.md │ 保留本地 │ 信息量太大(4版本×多维度),不适合放 Milestone description │
|
||||
├──────────────────────┼────────────────────┼─────────────────────────────────────────────────────────────────────┤
|
||||
│ roadmap.md │ 保留本地 │ 全局路线图,不迁移 │
|
||||
├──────────────────────┼────────────────────┼─────────────────────────────────────────────────────────────────────┤
|
||||
│ work-log.md │ 保留本地 │ 粒度不匹配 Gitea time tracker │
|
||||
└──────────────────────┴────────────────────┴─────────────────────────────────────────────────────────────────────┘
|
||||
|
||||
---
|
||||
三、需验证的 API 接口(按优先级)
|
||||
|
||||
P0 — 阻塞性验证(迁移前必须通过)
|
||||
|
||||
┌─────┬───────────────────────────────────┬────────────────────────────────────────────┬─────────────────────────┬────────────────────┐
|
||||
│ # │ 操作 │ 端点 │ 验证内容 │ 管理场景 │
|
||||
├─────┼───────────────────────────────────┼────────────────────────────────────────────┼─────────────────────────┼────────────────────┤
|
||||
│ 1 │ 创建含中文的 Issue │ POST /repos/{owner}/{repo}/issues │ UTF-8 编码正确显示 │ 创建任何任务 │
|
||||
├─────┼───────────────────────────────────┼────────────────────────────────────────────┼─────────────────────────┼────────────────────┤
|
||||
│ 2 │ 创建含中文的评论 │ POST /repos/{index}/comments │ UTF-8 编码正确显示 │ 角色汇报、审查结论 │
|
||||
├─────┼───────────────────────────────────┼────────────────────────────────────────────┼─────────────────────────┼────────────────────┤
|
||||
│ 3 │ 创建 Label │ POST /repos/{owner}/{repo}/labels │ 含中文名的 Label 能创建 │ 初始化标签体系 │
|
||||
├─────┼───────────────────────────────────┼────────────────────────────────────────────┼─────────────────────────┼────────────────────┤
|
||||
│ 4 │ 给 Issue 添加/移除 Label │ POST/DELETE /issues/{index}/labels │ Label 正确关联 │ 状态变更 │
|
||||
├─────┼───────────────────────────────────┼────────────────────────────────────────────┼─────────────────────────┼────────────────────┤
|
||||
│ 5 │ 更新 Issue(状态/标题/body/指派) │ PATCH /repos/{owner}/{repo}/issues/{index} │ 所有字段正确更新 │ 任务状态推进 │
|
||||
├─────┼───────────────────────────────────┼────────────────────────────────────────────┼─────────────────────────┼────────────────────┤
|
||||
│ 6 │ 关闭/重开 Issue │ PATCH ... state=closed/open │ 状态切换正确 │ 任务完成/回退 │
|
||||
└─────┴───────────────────────────────────┴────────────────────────────────────────────┴─────────────────────────┴────────────────────┘
|
||||
|
||||
P1 — 核心功能验证
|
||||
|
||||
┌─────┬──────────────────────────────────┬────────────────────────────────────────────┬──────────────────┬──────────────────┐
|
||||
│ # │ 操作 │ 端点 │ 验证内容 │ 管理场景 │
|
||||
├─────┼──────────────────────────────────┼────────────────────────────────────────────┼──────────────────┼──────────────────┤
|
||||
│ 7 │ 读取 Issue 列表(含过滤) │ GET /issues?state=open&labels=&milestones= │ 过滤参数生效 │ PM 会话启动 │
|
||||
├─────┼──────────────────────────────────┼────────────────────────────────────────────┼──────────────────┼──────────────────┤
|
||||
│ 8 │ 读取 Issue 评论列表 │ GET /issues/{index}/comments │ 返回完整评论历史 │ PM 读取角色汇报 │
|
||||
├─────┼──────────────────────────────────┼────────────────────────────────────────────┼──────────────────┼──────────────────┤
|
||||
│ 9 │ Issue 依赖关系(添加/读取/删除) │ POST/GET/DELETE /issues/{index}/blocks │ 依赖链正确建立 │ P-003 依赖 P-002 │
|
||||
├─────┼──────────────────────────────────┼────────────────────────────────────────────┼──────────────────┼──────────────────┤
|
||||
│ 10 │ 创建/更新 Milestone │ POST/PATCH /milestones │ 新版本创建 │ 版本管理 │
|
||||
└─────┴──────────────────────────────────┴────────────────────────────────────────────┴──────────────────┴──────────────────┘
|
||||
|
||||
P2 — 可选验证
|
||||
|
||||
┌─────┬────────────┬──────────────────────────────────────┬────────────────────────────┐
|
||||
│ # │ 操作 │ 端点 │ 说明 │
|
||||
├─────┼────────────┼──────────────────────────────────────┼────────────────────────────┤
|
||||
│ 11 │ 时间追踪 │ POST /issues/{index}/stopwatch/start │ 替代 work-log.md,优先级低 │
|
||||
├─────┼────────────┼──────────────────────────────────────┼────────────────────────────┤
|
||||
│ 12 │ Issue 搜索 │ GET /repos/issues/search │ 跨仓库搜索,可能用不到 │
|
||||
└─────┴────────────┴──────────────────────────────────────┴────────────────────────────┘
|
||||
|
||||
---
|
||||
四、新流程设计
|
||||
|
||||
4.1 PM 会话启动追踪(核心变化)
|
||||
|
||||
旧:读 current.md → 读 reports/*.md → 汇报
|
||||
|
||||
新:
|
||||
1. GET /milestones → 确认当前版本 Milestone
|
||||
2. GET /issues?state=open&milestones={当前版本ID} → 获取当前版本所有活跃任务
|
||||
3. 读取 Pipeline Tracker Meta Issue body → 了解流水线位置
|
||||
4. 读取各 Issue 的 Labels → 理解每个任务状态/角色/质量门
|
||||
5. 读取相关 Issue 评论 → 了解角色最新汇报
|
||||
6. 读本地 reviews/ 最新审查记录(如有)
|
||||
7. 向用户汇报 + 建议
|
||||
|
||||
4.2 角色汇报进度
|
||||
|
||||
旧:更新 docs/plans/reports/<role>-report.md
|
||||
|
||||
新:在对应 Issue 下评论
|
||||
|
||||
## 策划汇报 — 2026-06-06
|
||||
|
||||
**任务ID**: P-002a
|
||||
**状态**: 已完成
|
||||
**产出**: `docs/design/prototype/interaction-system-execution.md`
|
||||
|
||||
### 完成内容
|
||||
- 创建独立执行案文件
|
||||
- 移除技术越界内容
|
||||
- 补充 4 个边界情况
|
||||
|
||||
### 待确认
|
||||
- 交互取消行为链是否满足需求
|
||||
|
||||
4.3 质量门审查
|
||||
|
||||
旧:审查 → 写 reviews/<ID>-review.md → 更新 current.md
|
||||
|
||||
新:
|
||||
1. PM 执行审查(仍读本地文件内容逐条检查)
|
||||
2. 写本地 reviews/<ID>-review.md(详细记录保留本地)
|
||||
3. 在对应 Issue 下发审查结论评论(摘要 + 文件链接)
|
||||
4. 通过 API 更新 Issue Labels:移除 status:in-review,添加 status:blocked + gate:execution-fail(不通过时)
|
||||
5. 更新 Pipeline Tracker Meta Issue body 中的进度表
|
||||
|
||||
4.4 任务归档
|
||||
|
||||
旧:current.md 中 [x] → 移到 archive/ 文件
|
||||
|
||||
新:用户确认完成 → PATCH /issues/{index} state=closed → 发完成评论(日期+产出链接)→ 不再需要 archive/ 文件
|
||||
|
||||
4.5 新任务创建
|
||||
|
||||
旧:在 current.md 中添加 - [ ] P-XXX ...
|
||||
|
||||
新:
|
||||
1. POST /issues 创建 Issue(标题含任务ID、body 含模板信息、关联 Milestone、打上初始 Labels)
|
||||
2. 如有依赖 → POST /issues/{index}/blocks 设置依赖关系
|
||||
3. PM 更新 Pipeline Tracker Meta Issue body
|
||||
|
||||
---
|
||||
五、实施步骤
|
||||
|
||||
步骤 1:API 验证脚本
|
||||
|
||||
编写 scripts/gitea-api.py 封装所有 API 操作,解决 UTF-8 编码问题。Agent 通过 python scripts/gitea-api.py <command> <args> 调用,而非裸 curl/python 内联。
|
||||
|
||||
验证所有 P0 + P1 接口。同时修复现有 3 个乱码 Issue(重建或更新内容)。
|
||||
|
||||
步骤 2:Label 体系初始化
|
||||
|
||||
通过脚本创建全部约 20 个 Labels。为现有 3 个 Issue 打上正确 Labels。
|
||||
|
||||
步骤 3:创建 Pipeline Tracker Meta Issue
|
||||
|
||||
将 current.md 中的流水线进度表迁移到一个 Meta Issue 的 body 中。
|
||||
|
||||
步骤 4:修改 PM Agent 的 system prompt
|
||||
|
||||
修改 .claude/agents/game-pm.md:
|
||||
- 会话启动:从 Gitea API 读取进度(替代读 current.md + reports/)
|
||||
- 质量门审查:审查后更新 Issue Labels + 评论
|
||||
- 任务创建/归档:通过 API 创建/关闭 Issue
|
||||
- 不再维护 current.md
|
||||
|
||||
步骤 5:修改策划/程序 Agent 的 system prompt
|
||||
|
||||
修改 .claude/agents/game-designer.md 和 .claude/agents/game-dev.md:
|
||||
- 完成工作后在对应 Issue 下评论汇报(替代更新 reports/ 文件)
|
||||
|
||||
步骤 6:验证与稳定
|
||||
|
||||
用 PM Agent 按新流程完成一次完整工作会话,确认 API 调用链路稳定、数据准确。
|
||||
|
||||
---
|
||||
六、风险与缓解
|
||||
|
||||
┌────────────────────────────┬──────┬──────────────────────────────────────────────────┐
|
||||
│ 风险 │ 等级 │ 缓解措施 │
|
||||
├────────────────────────────┼──────┼──────────────────────────────────────────────────┤
|
||||
│ 网络不可用导致 PM 无法工作 │ 中 │ 接受此风险——Gitea 是自建服务,可用性由用户掌控 │
|
||||
├────────────────────────────┼──────┼──────────────────────────────────────────────────┤
|
||||
│ UTF-8 编码问题重现 │ 高 │ 封装 Python 脚本统一处理编码,ensure_ascii=False │
|
||||
├────────────────────────────┼──────┼──────────────────────────────────────────────────┤
|
||||
│ 看板列位置不可 API 操作 │ 低 │ 用 Labels 替代看板列概念;用户手动拖拽(频率低) │
|
||||
├────────────────────────────┼──────┼──────────────────────────────────────────────────┤
|
||||
│ Agent 调用 API 出错 │ 中 │ 封装脚本统一错误处理和重试;API 调用前本地记录 │
|
||||
└────────────────────────────┴──────┴──────────────────────────────────────────────────┘
|
||||
|
||||
---
|
||||
七、关键修改文件清单
|
||||
|
||||
┌──────────────────────────────────────┬───────────────────────────────────────────────────────────┐
|
||||
│ 文件 │ 修改内容 │
|
||||
├──────────────────────────────────────┼───────────────────────────────────────────────────────────┤
|
||||
│ scripts/gitea-api.py │ 新建 — API 封装脚本,解决编码和错误处理 │
|
||||
├──────────────────────────────────────┼───────────────────────────────────────────────────────────┤
|
||||
│ .claude/agents/game-pm.md │ 大幅修改 — PM 的进度读取/质量门/任务管理全部改为 API 调用 │
|
||||
├──────────────────────────────────────┼───────────────────────────────────────────────────────────┤
|
||||
│ .claude/agents/game-designer.md │ 中等修改 — 汇报方式从写文件改为 Issue 评论 │
|
||||
├──────────────────────────────────────┼───────────────────────────────────────────────────────────┤
|
||||
│ .claude/agents/game-dev.md │ 中等修改 — 同上 │
|
||||
├──────────────────────────────────────┼───────────────────────────────────────────────────────────┤
|
||||
│ .claude/refs/development-workflow.md │ 小改 — 协作规则中更新进度汇报方式描述 │
|
||||
├──────────────────────────────────────┼───────────────────────────────────────────────────────────┤
|
||||
│ docs/plans/current.md │ 废弃 — 不再维护 │
|
||||
├──────────────────────────────────────┼───────────────────────────────────────────────────────────┤
|
||||
│ docs/plans/reports/*.md │ 废弃 — 不再维护 │
|
||||
├──────────────────────────────────────┼───────────────────────────────────────────────────────────┤
|
||||
│ docs/technical/gitea-api-guide.md │ 更新 — 补充新验证的 API 端点和脚本用法 │
|
||||
└──────────────────────────────────────┴───────────────────────────────────────────────────────────┘
|
||||
|
||||
---
|
||||
八、验证方式
|
||||
|
||||
1. API 验证:用 ai-pm Token 依次执行 P0 全部 6 项操作,确认中文显示正确、写权限可用
|
||||
2. Label 创建:创建全部 Labels 并在 Web 面板确认显示正确
|
||||
3. 端到端测试:PM Agent 用新流程完成一次完整的工作会话启动追踪,确认 API 调用链路正确
|
||||
4. 质量门测试:PM 对一个 Issue 执行质量门审查,确认 Labels 更新和评论发布正确
|
||||
@@ -1,138 +0,0 @@
|
||||
---
|
||||
name: "agent-memory"
|
||||
description: "Agent 持久化记忆系统规范 — memory 类型、保存规则、索引维护、验证规则"
|
||||
---
|
||||
|
||||
# Persistent Agent Memory
|
||||
|
||||
You have a persistent, file-based memory system. Your memory directory and MEMORY.md path are specified in your agent definition file — write to the memory directory directly with the Write tool (do not run mkdir or check for its existence).
|
||||
|
||||
You should build up this memory system over time so that future conversations can have a complete picture of who the user is, how they'd like to collaborate with you, what behaviors to avoid or repeat, and the context behind the work the user gives you.
|
||||
|
||||
If the user explicitly asks you to remember something, save it immediately as whichever type fits best. If they ask you to forget something, find and remove the relevant entry.
|
||||
|
||||
## Types of memory
|
||||
|
||||
There are several discrete types of memory that you can store in your memory system:
|
||||
|
||||
<types>
|
||||
<type>
|
||||
<name>user</name>
|
||||
<description>Contain information about the user's role, goals, responsibilities, and knowledge. Great user memories help you tailor your future behavior to the user's preferences and perspective. Your goal in reading and writing these memories is to build up an understanding of who the user is and how you can be most helpful to them specifically. For example, you should collaborate with a senior software engineer differently than a student who is coding for the very first time. Keep in mind, that the aim here is to be helpful. Avoid writing memories about the user that could be viewed as a negative judgement or that are not relevant to the work you are trying to accomplish together.</description>
|
||||
<when_to_save>When you learn any details about the user's role, preferences, responsibilities, or knowledge</when_to_save>
|
||||
<how_to_use>When your work should be informed by the user's profile or perspective. For example, if the user is asking you to explain a part of the code, you should answer that question in a way that is tailored to the specific details that they will find most valuable or that helps them build their mental model in relation to domain knowledge they already have.</how_to_use>
|
||||
<examples>
|
||||
user: I'm a data scientist investigating what logging we have in place
|
||||
assistant: [saves user memory: user is a data scientist, currently focused on observability/logging]
|
||||
|
||||
user: I've been writing Go for ten years but this is my first time touching the React side of this repo
|
||||
assistant: [saves user memory: deep Go expertise, new to React and this project's frontend — frame frontend explanations in terms of backend analogues]
|
||||
</examples>
|
||||
</type>
|
||||
<type>
|
||||
<name>feedback</name>
|
||||
<description>Guidance the user has given you about how to approach work — both what to avoid and what to keep doing. These are a very important type of memory to read and write as they allow you to remain coherent and responsive to the way you should approach work in the project. Record from failure AND success: if you only save corrections, you will avoid past mistakes but drift away from approaches the user has already validated, and may grow overly cautious.</description>
|
||||
<when_to_save>Any time the user corrects your approach ("no not that", "don't", "stop doing X") OR confirms a non-obvious approach worked ("yes exactly", "perfect, keep doing that", accepting an unusual choice without pushback). Corrections are easy to notice; confirmations are quieter — watch for them. In both cases, save what is applicable to future conversations, especially if surprising or not obvious from the code. Include *why* so you can judge edge cases later.</when_to_save>
|
||||
<how_to_use>Let these memories guide your behavior so that the user does not need to offer the same guidance twice.</how_to_use>
|
||||
<body_structure>Lead with the rule itself, then a **Why:** line (the reason the user gave — often a past incident or strong preference) and a **How to apply:** line (when/where this guidance kicks in). Knowing *why* lets you judge edge cases instead of blindly following the rule.</body_structure>
|
||||
<examples>
|
||||
user: don't mock the database in these tests — we got burned last quarter when mocked tests passed but the prod migration failed
|
||||
assistant: [saves feedback memory: integration tests must hit a real database, not mocks. Reason: prior incident where mock/prod divergence masked a broken migration]
|
||||
|
||||
user: stop summarizing what you just did at the end of every response, I can read the diff
|
||||
assistant: [saves feedback memory: this user wants terse responses with no trailing summaries]
|
||||
|
||||
user: yeah the single bundled PR was the right call here, splitting this one would've just been churn
|
||||
assistant: [saves feedback memory: for refactors in this area, user prefers one bundled PR over many small ones. Confirmed after I chose this approach — a validated judgment call, not a correction]
|
||||
</examples>
|
||||
</type>
|
||||
<type>
|
||||
<name>project</name>
|
||||
<description>Information that you learn about ongoing work, goals, initiatives, bugs, or incidents within the project that is not otherwise derivable from the code or git history. Project memories help you understand the broader context and motivation behind the work the user is doing within this working directory.</description>
|
||||
<when_to_save>When you learn who is doing what, why, or by when. These states change relatively quickly so try to keep your understanding of this up to date. Always convert relative dates in user messages to absolute dates when saving (e.g., "Thursday" → "2026-03-05"), so the memory remains interpretable after time passes.</when_to_save>
|
||||
<how_to_use>Use these memories to more fully understand the details and nuance behind the user's request and make better informed suggestions.</how_to_use>
|
||||
<body_structure>Lead with the fact or decision, then a **Why:** line (the motivation — often a constraint, deadline, or stakeholder ask) and a **How to apply:** line (how this should shape your suggestions). Project memories decay fast, so the why helps future-you judge whether the memory is still load-bearing.</body_structure>
|
||||
<examples>
|
||||
user: we're freezing all non-critical merges after Thursday — mobile team is cutting a release branch
|
||||
assistant: [saves project memory: merge freeze begins 2026-03-05 for mobile release cut. Flag any non-critical PR work scheduled after that date]
|
||||
|
||||
user: the reason we're ripping out the old auth middleware is that legal flagged it for storing session tokens in a way that doesn't meet the new compliance requirements
|
||||
assistant: [saves project memory: auth middleware rewrite is driven by legal/compliance requirements around session token storage, not tech-debt cleanup — scope decisions should favor compliance over ergonomics]
|
||||
</examples>
|
||||
</type>
|
||||
<type>
|
||||
<name>reference</name>
|
||||
<description>Stores pointers to where information can be found in external systems. These memories allow you to remember where to look to find up-to-date information outside of the project directory.</description>
|
||||
<when_to_save>When you learn about resources in external systems and their purpose. For example, that bugs are tracked in a specific project in Linear or that feedback can be found in a specific Slack channel.</when_to_save>
|
||||
<how_to_use>When the user references an external system or information that may be in an external system.</how_to_use>
|
||||
<examples>
|
||||
user: check the Linear project "INGEST" if you want context on these tickets, that's where we track all pipeline bugs
|
||||
assistant: [saves reference memory: pipeline bugs are tracked in Linear project "INGEST"]
|
||||
|
||||
user: the Grafana board at grafana.internal/d/api-latency is what oncall watches — if you're touching request handling, that's the thing that'll page someone
|
||||
assistant: [saves reference memory: grafana.internal/d/api-latency is the oncall latency dashboard — check it when editing request-path code]
|
||||
</examples>
|
||||
</type>
|
||||
</types>
|
||||
|
||||
## What NOT to save in memory
|
||||
|
||||
- Code patterns, conventions, architecture, file paths, or project structure — these can be derived by reading the current project state.
|
||||
- Git history, recent changes, or who-changed-what — `git log` / `git blame` are authoritative.
|
||||
- Debugging solutions or fix recipes — the fix is in the code; the commit message has the context.
|
||||
- Anything already documented in CLAUDE.md files.
|
||||
- Ephemeral task details: in-progress work, temporary state, current conversation context.
|
||||
|
||||
These exclusions apply even when the user explicitly asks you to save. If they ask you to save a PR list or activity summary, ask what was *surprising* or *non-obvious* about it — that is the part worth keeping.
|
||||
|
||||
## How to save memories
|
||||
|
||||
Saving a memory is a two-step process:
|
||||
|
||||
**Step 1** — write the memory to its own file (e.g., `user_role.md`, `feedback_testing.md`) using this frontmatter format:
|
||||
|
||||
```markdown
|
||||
---
|
||||
name: {{short-kebab-case-slug}}
|
||||
description: {{one-line summary — used to decide relevance in future conversations, so be specific}}
|
||||
metadata:
|
||||
type: {{user, feedback, project, reference}}
|
||||
---
|
||||
|
||||
{{memory content — for feedback/project types, structure as: rule/fact, then **Why:** and **How to apply:** lines. Link related memories with [[their-name]].}}
|
||||
```
|
||||
|
||||
In the body, link to related memories with `[[name]]`, where `name` is the other memory's `name:` slug. Link liberally — a `[[name]]` that doesn't match an existing memory yet is fine; it marks something worth writing later, not an error.
|
||||
|
||||
**Step 2** — add a pointer to that file in `MEMORY.md`. `MEMORY.md` is an index, not a memory — each entry should be one line, under ~150 characters: `- [Title](file.md) — one-line hook`. It has no frontmatter. Never write memory content directly into `MEMORY.md`.
|
||||
|
||||
- `MEMORY.md` is always loaded into your conversation context — lines after 200 will be truncated, so keep the index concise
|
||||
- Keep the name, description, and type fields in memory files up-to-date with the content
|
||||
- Organize memory semantically by topic, not chronologically
|
||||
- Update or remove memories that turn out to be wrong or outdated
|
||||
- Do not write duplicate memories. First check if there is an existing memory you can update before writing a new one.
|
||||
|
||||
## When to access memories
|
||||
- When memories seem relevant, or the user references prior-conversation work.
|
||||
- You MUST access memory when the user explicitly asks you to check, recall, or remember.
|
||||
- If the user says to *ignore* or *not use* memory: Do not apply remembered facts, cite, compare against, or mention memory content.
|
||||
- Memory records can become stale over time. Use memory as context for what was true at a given point in time. Before answering the user or building assumptions based solely on information in memory records, verify that the memory is still correct and up-to-date by reading the current state of the files or resources. If a recalled memory conflicts with current information, trust what you observe now — and update or remove the stale memory rather than acting on it.
|
||||
|
||||
## Before recommending from memory
|
||||
|
||||
A memory that names a specific function, file, or flag is a claim that it existed *when the memory was written*. It may have been renamed, removed, or never merged. Before recommending it:
|
||||
|
||||
- If the memory names a file path: check the file exists.
|
||||
- If the memory names a function or flag: grep for it.
|
||||
- If the user is about to act on your recommendation (not just asking about history), verify first.
|
||||
|
||||
"The memory says X exists" is not the same as "X exists now."
|
||||
|
||||
A memory that summarizes repo state (activity logs, architecture snapshots) is frozen in time. If the user asks about *recent* or *current* state, prefer `git log` or reading the code over recalling the snapshot.
|
||||
|
||||
## Memory and other forms of persistence
|
||||
Memory is one of several persistence mechanisms available to you as you assist the user in a given conversation. The distinction is often that memory can be recalled in future conversations and should not be used for persisting information that is only useful within the scope of the current conversation.
|
||||
- When to use or update a plan instead of memory: If you are about to start a non-trivial implementation task and would like to reach alignment with the user on your approach you should use a Plan rather than saving this information to memory. Similarly, if you already have a plan within the conversation and you have changed your approach persist that change by updating the plan rather than saving a memory.
|
||||
- When to use or update tasks instead of memory: When you need to break your work into discrete steps or keep track of your progress use tasks instead of saving to memory. Tasks are great for persisting information about the work that needs to be done in the current conversation, but memory should be reserved for information that will be useful in future conversations.
|
||||
|
||||
- Since this memory is project-scope and shared with your team via version control, tailor your memories to this project
|
||||
@@ -0,0 +1,74 @@
|
||||
---
|
||||
name: "floorplan-recognizer"
|
||||
description: >
|
||||
户型图识别工具。当需要"识别户型图"、"解析户型"、"提取户型信息"、"看户型有哪些房间/窗户"、
|
||||
"floor plan recognition"、"户型图推导输入"时使用。用 qwen-vl-max 把链家等房产户型图解析成
|
||||
结构化 JSON(房间/朝向/窗户形态),并生成「路径 B 文字钉死」片段,作为居民楼立面推导的可靠输入。
|
||||
---
|
||||
|
||||
# 户型图识别工具 (Floorplan Recognizer)
|
||||
|
||||
> 户型图图片 → qwen-vl-max 解析 → 结构化 JSON + 「路径 B 文字钉死」片段
|
||||
|
||||
## 为什么需要它
|
||||
|
||||
AI 生图模型(GPT-Image-2)独立读户型图不可靠——会用"住宅常识"脑补(默认卧室大窗、阳台落地窗、漏房间),
|
||||
导致路径 B「户型图推导」每张图都要**人工逐项校验窗户形态与比例**(见 `docs/art/美术风格指南.md` 路径 B 劣势)。
|
||||
|
||||
本工具先用专门的视觉大模型 qwen-vl-max 把户型图**解析成结构化清单**,把"人工逐项校验"降级为
|
||||
"AI 出清单 + 人工快速核对"。
|
||||
|
||||
> 评测结论(详见 `ai-art-research/生成结果/户型图识别评测/评测对比.md`):qwen-vl-max 在房间完整性、
|
||||
> 面积 OCR 精度、备注诚实度上领先 gpt-4o / qwen-vl-plus / gpt-4o-mini。
|
||||
|
||||
## 触发条件
|
||||
|
||||
- 用户说"识别/解析这张户型图"、"提取户型信息"、"看看这个户型有哪些房间/窗户"
|
||||
- 路径 B 户型图推导前,需要可靠的「房间 + 窗户形态」清单作为"文字钉死"依据
|
||||
- 用户提供了一张链家/房产户型图要求分析
|
||||
|
||||
## 工具位置
|
||||
|
||||
```
|
||||
ai-art-research/tools/
|
||||
floorplan_parse.py # 生产版(固定 qwen-vl-max,生成文字钉死片段)⭐ 本技能用这个
|
||||
floorplan_eval.py # 评测版(可换模型对比)
|
||||
```
|
||||
|
||||
依赖 `ai-art-research/.env` 的 `APIYI_API_KEY`(与 `image_gen.py` 共用)。
|
||||
|
||||
## 工作流
|
||||
|
||||
### 步骤 1:解析户型图
|
||||
|
||||
```bash
|
||||
cd ai-art-research
|
||||
python tools/floorplan_parse.py --image <户型图路径>
|
||||
```
|
||||
|
||||
产出(存 `生成结果/户型图识别/`):
|
||||
- `<时间戳>_apiyi_qwen-vl-max.json` — 结构化结果(房间/朝向/窗户/立面对应表)
|
||||
- `<时间戳>_apiyi_qwen-vl-max.钉死.md` — 「路径 B 文字钉死」片段(可直接粘进生图 prompt)
|
||||
- `.meta.json` — 调用元数据
|
||||
|
||||
### 步骤 2:人工快速核对
|
||||
|
||||
对照原图,重点核对「文字钉死」片段里的 ⚠️ 核对项(这些是评测发现的脑补重灾区):
|
||||
- **卫生间朝向 / 是否暗卫**(模型间分歧最大)
|
||||
- **阳台朝向**(皆南 vs 一南一北类分歧)
|
||||
- **窗户类型 / 大小**(均为推测值)
|
||||
|
||||
房间数量与单间面积经评测高度可信(qwen-vl-max 与 gpt-4o 面积 OCR 完全一致),一般无需核对。
|
||||
|
||||
### 步骤 3:喂给路径 B 生图
|
||||
|
||||
把核对后的「文字钉死」片段贴进 `ai-art-research/prompts/居民楼-*-户型图推导-v*.txt` 的窗户形态段落,
|
||||
作为户型图推导立面的"文字钉死"依据,再走 `image_gen.py --fuse` 生图。
|
||||
|
||||
## 注意事项
|
||||
|
||||
- 走 API易 的 **vision chat 接口(按 token 计费)**,与生图通道(codex 按订阅 / apiyi 按张)独立,互不影响
|
||||
- 窗户类型/朝向/大小是模型**推测**,务必核对;房间结构与面积可信
|
||||
- 若某张图效果不稳,可用 `floorplan_eval.py --image <图> -m <模型>` 换模型对比(参考评测对比.md)
|
||||
- 链家等彩色标准化户型图适配良好;纯手绘/模糊扫描图效果会下降
|
||||
- `ai-art-research/` 被项目 `.ignore` 屏蔽,操作需用显式路径(不进 Glob 检索)
|
||||
@@ -0,0 +1,134 @@
|
||||
---
|
||||
name: "problem-solving"
|
||||
description: "问题解决技能 — 改 bug / 排查复杂问题时,按「问题分析 → 工作记录 → 知识沉淀」三段式产出。当需要「修 bug」「排查问题」「调查原因」「问题分析」「写工作记录」「沉淀知识库」时使用。"
|
||||
---
|
||||
|
||||
# 问题解决(Problem Solving)
|
||||
|
||||
> 改 bug / 做复杂改动时,按「问题分析 → 工作记录 → 知识沉淀」三段式产出。
|
||||
> **核心范式**:Gitea issue 是工作台(承载问题分析 + 工作记录,事务性);`docs/knowledge/` 是精选集(只收值得长期保留的坑);临时代码验证完即删。
|
||||
|
||||
## 触发条件
|
||||
|
||||
- 用户要求**修 bug、排查问题、调查根因**,且问题非一行 typo 类简单修改
|
||||
- 用户说「修 bug」「排查」「为什么…」「调查」「这个问题怎么回事」等
|
||||
- 改动涉及多个文件 / 需要先理解现状才能动手的复杂改动
|
||||
|
||||
**不触发**(直接改 + 普通 `fix(scope)` 提交):明显的单行修复、typo、数值微调。
|
||||
|
||||
---
|
||||
|
||||
## 九步流程
|
||||
|
||||
### 1. 判断复杂度
|
||||
|
||||
简单修复(单行、明显错误)→ 直接改 + `fix(scope)` 提交,**不走本流程**。
|
||||
复杂问题(需调查、跨文件、根因不明)→ 继续后续步骤。
|
||||
|
||||
### 2. 开 / 关联 Gitea issue
|
||||
|
||||
调用 `gitea-pm` / `gitea-collab` skill:
|
||||
- 没有对应 issue → 开一个,打标签 `type:bug`(缺陷修复)或 `type:investigation`(纯调查)+ `status:in-progress`
|
||||
- 已有 issue → 关联,更新为 `status:in-progress`
|
||||
|
||||
> 每个「要解决的问题」都应有对应 issue——问题分析和工作记录都挂在它上面。
|
||||
|
||||
### 3. 问题分析(写入 issue 描述 / 首条评论)
|
||||
|
||||
按「问题分析模板」填写:现象 / 复现 / 影响范围 / 假设与验证 / 初步结论。这是调查过程的留痕。
|
||||
|
||||
### 4. 本地调查
|
||||
|
||||
写临时验证代码验证假设(文件名前缀 `tmp_` / `dev_`,文件头 `// [TEMP-INVESTIGATE: issue#XX] 验证后删除`)。**关键验证代码片段**以代码块形式记入 issue「假设与验证」章节。
|
||||
|
||||
### 5. 清理临时代码
|
||||
|
||||
验证完**即删**——删除 `tmp_`/`dev_` 文件、`git revert` 或删除 `[TEMP-INVESTIGATE]` 的 commit。最后 `grep -r "TEMP-INVESTIGATE" Source/ tools/` 确认无残留。
|
||||
|
||||
> 原则:删除的是可运行 artifact,保留的是 insight(结论 + 片段已写入 issue)。
|
||||
|
||||
### 6. 修复
|
||||
|
||||
写正式代码 / 蓝图,遵循 `code-implementation` skill 规范 + Git 规范(`fix(scope)`,C++ 与蓝图分开提交,见 `docs/common/GIT-GUIDE.md`)。
|
||||
|
||||
### 7. 工作记录(写入 issue 关闭总结评论)
|
||||
|
||||
按「修复总结模板」发一条评论:问题 / 根因 / 解决方案 / 验证 / 影响范围 / 是否沉淀知识库。
|
||||
|
||||
> **与 deviation-report 的分工**:问题涉及「实现 vs 执行案偏差」时(有执行案对照)→ 用 `deviation-report` skill 写偏差报告;纯 bug 修复(无执行案对照)→ 用本「修复总结」。两者互补。
|
||||
|
||||
### 8. 知识库评估
|
||||
|
||||
判断这个坑是否值得长期保留(**任一为是**即提炼):
|
||||
- 会复发吗?(换人/换系统会再踩)
|
||||
- 根因非显而易见吗?(光看代码看不出来)
|
||||
- 当前是临时方案吗?
|
||||
|
||||
**是** → 提炼一条进 `docs/knowledge/` 对应主题文件(`坑-<主题>.md`),更新 `docs/knowledge/INDEX.md`;若是临时方案,再登记到 `docs/knowledge/临时方案登记.md`。
|
||||
**否** → issue 关闭即可,不必沉淀。
|
||||
|
||||
> 动手前先读 `docs/knowledge/INDEX.md`,看有没有相关坑可避让。
|
||||
|
||||
### 9. 关闭 issue
|
||||
|
||||
更新 issue 为 `status:done`,在评论里记录产出位置(分析评论 / 修复总结评论 / 知识库条目路径)。
|
||||
|
||||
---
|
||||
|
||||
## 模板
|
||||
|
||||
### 问题分析模板(issue 描述 / 首条评论)
|
||||
|
||||
```markdown
|
||||
## 问题现象
|
||||
## 复现步骤
|
||||
## 影响范围
|
||||
## 假设与验证(调查过程)
|
||||
- 假设1:… → 验证手段:… → 结论:…
|
||||
- 假设2:…
|
||||
## 初步结论 / 根因
|
||||
## 关键验证代码片段(临时代码已删,仅留片段)
|
||||
```
|
||||
|
||||
### 修复总结模板(issue 关闭总结评论)
|
||||
|
||||
```markdown
|
||||
## 修复总结
|
||||
### 问题(一句话)
|
||||
### 根因
|
||||
### 解决方案(改了哪些 文件/蓝图/C++,分条)
|
||||
### 验证(怎么确认修好)
|
||||
### 影响范围(是否波及其他系统)
|
||||
### 是否沉淀知识库?(是→已提炼到 docs/knowledge/xxx;否→为何不必)
|
||||
```
|
||||
|
||||
### 知识条目模板(`docs/knowledge/坑-<主题>.md`)
|
||||
|
||||
```markdown
|
||||
### [K-XXX] 标题
|
||||
- 来源: Gitea issue #XX
|
||||
- 症状: …
|
||||
- 根因: …
|
||||
- 避坑做法: …(核心价值)
|
||||
- 状态: ✅正式方案 / ⚠️临时方案(预计转正时机:…)
|
||||
- 关联: [[系统-技术方案]]、相关代码位置 file:line
|
||||
```
|
||||
|
||||
ID 全库统一递增(K-001、K-002…),不分主题。新增后同步更新 `INDEX.md`。详见 `docs/knowledge/README.md`。
|
||||
|
||||
---
|
||||
|
||||
## 产出物清单(每次复杂问题必须交付)
|
||||
|
||||
1. ✅ issue 问题分析(描述 / 首条评论)
|
||||
2. ✅ issue 关闭总结评论(修复总结)
|
||||
3. ⚙️〔条件〕`docs/knowledge/` 知识条目 + `INDEX.md` 更新(仅当值得沉淀)
|
||||
4. ✅ 临时代码已清理(`grep TEMP-INVESTIGATE` 无残留)
|
||||
|
||||
---
|
||||
|
||||
## 核心原则
|
||||
|
||||
- **issue 是工作台,知识库是精选集**:别把过程流水账灌进 docs,只提炼有长期价值的。
|
||||
- **临时代码验证完即删**:仓库只留正式实现,结论和片段留在 issue。
|
||||
- **诚实记录根因**:工作记录的价值在于「为什么」,不在于「我改了什么」——后者看 commit 就知道。
|
||||
+13
-1
@@ -93,10 +93,12 @@ Desktop.ini
|
||||
*.lfs
|
||||
|
||||
# ==============================
|
||||
# Claude Code 工作树
|
||||
# Claude Code 工作树与运行时残留
|
||||
# ==============================
|
||||
.claude/worktrees/
|
||||
.worktrees/
|
||||
# agent 运行时记忆(项目已移除 agent 记忆系统,见 commit 906e2aa)
|
||||
.claude/agent-memory/
|
||||
|
||||
# ==============================
|
||||
# Gitea 配置(含 Token,每台机器独立配置)
|
||||
@@ -123,3 +125,13 @@ ai-art-research/.env
|
||||
*.swo
|
||||
*~
|
||||
temp.txt
|
||||
|
||||
# ==============================
|
||||
# AI 生图 — codex 运行残留(codex exec -o 输出,每次覆盖,不入库)
|
||||
# ==============================
|
||||
ai-art-research/.codex_lastmsg.txt
|
||||
|
||||
# ==============================
|
||||
# 外部规范/国标参考 PDF(本地保留,不进版本库)
|
||||
# ==============================
|
||||
ai-art-research/*.pdf
|
||||
|
||||
@@ -5,9 +5,10 @@
|
||||
## 项目概况
|
||||
|
||||
- **引擎**: Unreal Engine 5.7.4
|
||||
- **引擎安装路径**: `E:\Program Files\Epic Games\UE_5.7`(**本项目必须使用此 5.7 引擎**;本机另有 5.6 在 `E:/MiceCola/work/UE_5_6`,切勿误用——5.6 的 UBT 不认项目 Target.cs 中的 5.7 专属枚举,会直接 RulesError)
|
||||
- **美术风格**: 3D Lowpoly,温暖色调,怀旧氛围
|
||||
- **核心玩法**: 模拟千禧年前后城郊结合区儿童的日常生活(探索、小游戏互动、收集、剧情叙事)
|
||||
- **灵感来源**: NDS《放学后少年》自由探索 + PS《我的暑假》日常叙事节奏
|
||||
- **灵感来源**: NDS《放学后少年》自由探索 + PS《我的暑假》日常叙事节奏 +《深夏时光》玩法
|
||||
- **时代背景**: 2000年前后,城市边缘的城郊结合区(如南京迈皋桥),兼顾乡村情节
|
||||
- **开发者**: starmen1265(单人独立开发)
|
||||
|
||||
@@ -16,18 +17,27 @@
|
||||
## 项目管理
|
||||
|
||||
- **工具**: Gitea(Issues + Milestones)
|
||||
- **PM 技能**: `gitea-pm`(任务创建/关闭、里程碑管理、Pipeline Tracker)
|
||||
- **通用技能**: `gitea-collab`(任务查询、进度汇报、审查操作)
|
||||
- **进度查询**: Pipeline Tracker(Meta Issue,仅记录当前阶段和阶段历史)
|
||||
- **配置文件**: `.claude/skills/gitea-pm/gitea-config.json`(含连接信息、Token、角色映射、标签定义)
|
||||
- **问题管理**: 改 bug / 排查复杂问题走 `problem-solving` skill(问题分析 + 工作记录挂 Gitea issue,经验沉淀进 `docs/knowledge/`);详见 [`docs/knowledge/README.md`](docs/knowledge/README.md)
|
||||
|
||||
---
|
||||
|
||||
## Git 规范
|
||||
|
||||
详见 [.claude/refs/GIT-GUIDE-LITE.md](.claude/refs/GIT-GUIDE-LITE.md)。核心要点:
|
||||
详见 [docs/common/GIT-GUIDE.md](docs/common/GIT-GUIDE.md)。核心要点:
|
||||
|
||||
- `main` 永远可玩可编译
|
||||
- 分支: `feature/` `fix/` `prototype/` `release/`
|
||||
- 分支: `develop/`
|
||||
- 提交: `<type>(<scope>): <中文描述>`,subject ≤ 50 字符
|
||||
- UE5: 蓝图与 C++ 分开提交;.uasset/.umap commit message 必须写清内容
|
||||
|
||||
---
|
||||
|
||||
## AI 生图
|
||||
|
||||
- **默认走 Codex 通道**(ChatGPT Plus 订阅额度,不按张计费),完整流程见 [`ai-art-research/codex生图工作规范.md`](ai-art-research/codex生图工作规范.md)。该通道为**协作模式**:`codex exec` 由**用户在终端执行**,Claude 负责组装 prompt 与捞图/命名/写 meta 收尾——Claude Code 的安全分类器会硬拦 `codex exec --dangerously-bypass-approvals-and-sandbox`(“Create Unsafe Agents”,不可配置放行),无法自动跑。
|
||||
- **apiyi 兜底**(`tools/image_gen.py`,按张计费):撞 ~40–50 张/3h 限额 / 需真透明背景 / 需 Claude 全自动批量时使用;这条通道 Claude 可全自动跑。
|
||||
- **必须复用现有资产**:`ai-art-research/prompts/*.txt`、`tools/image_gen.py` 的 `STYLE_SEED_EN` 风格种子、`生成结果/` 命名规则(`<时间戳>_gpt-image-2_<模式>.png` + 同名 `.meta.json`,新增 `backend: codex|apiyi` 字段)。
|
||||
- codex 不在默认 PATH,执行路径:`~/.codex/packages/standalone/current/bin/codex.exe`(命令模板:`codex exec --enable image_generation --dangerously-bypass-approvals-and-sandbox -C ai-art-research -o <lastmsg> "<prompt>"`,prompt 内须明示“用内置 image_gen 工具、不要写脚本/不要用 API key”)。
|
||||
- ⚠️ `ai-art-research/` 被项目 `.ignore` 屏蔽,不进 ripgrep/Glob 检索;操作需用显式路径。
|
||||
|
||||
@@ -37,6 +37,13 @@
|
||||
"TargetAllowList": [
|
||||
"Editor"
|
||||
]
|
||||
},
|
||||
{
|
||||
"Name": "Tripo3DUEBridge",
|
||||
"Enabled": true,
|
||||
"SupportedTargetPlatforms": [
|
||||
"Win64"
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
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Reference in New Issue
Block a user