xiaohongshu
xiaohongshu
game-architect
Validate codebase architecture and organization before releases. Use when user asks to 'check architecture', 'validate structure', 'pre-release check', or before versioning.
Full skill instructions
Validates Stapledon's Voyage codebase against the three-layer architecture and organization standards.
# Full validation (all checks - run before releases)
.claude/skills/game-architect/scripts/validate_all.sh --full
# Quick validation (core checks only - faster)
.claude/skills/game-architect/scripts/validate_all.sh --quick
# Individual checks (core)
.claude/skills/game-architect/scripts/check_file_sizes.sh # Files under 800 lines
.claude/skills/game-architect/scripts/check_layer_boundaries.sh # No game logic in engine/
.claude/skills/game-architect/scripts/check_structure.sh # Files in correct locations
.claude/skills/game-architect/scripts/check_import_cycles.sh # No circular imports
# Individual checks (extended)
.claude/skills/game-architect/scripts/check_complexity.sh # Function size, nesting
.claude/skills/game-architect/scripts/check_ailang_sync.sh # AILANG ↔ Go types match
.claude/skills/game-architect/scripts/check_api_stability.sh # sim_gen API unchanged
.claude/skills/game-architect/scripts/check_coverage.sh # Test coverage
.claude/skills/game-architect/scripts/check_dependencies.sh # Package import graph
.claude/skills/game-architect/scripts/pre_release_check.sh # Build, tests, TODOs
Invoke this skill when:
Ask: Does this affect gameplay outcomes?
| If YES → AILANG | If NO → Engine OK |
|---|---|
| Position, health, inventory | Decorative particles |
| NPC behavior, dialogue | Screen transitions |
| Time dilation, velocity | Shader effects |
| Planet data, civilizations | UI layout math |
| Game mode, decisions | Asset loading |
AILANG owns WHAT is happening (state, logic, decisions)
Engine owns HOW it looks (rendering, animation, polish)
| Layer | Location | Purpose | Allowed Content |
|---|---|---|---|
| Source | sim/*.ail | Game logic (AILANG) | Types, pure functions |
| Generated | sim_gen/*.go | Generated from AILANG | Game types (OK - generated) |
| Game Views | game_views/*.go | Game-specific rendering | DomeRenderer, DeckStack |
| Engine | engine/*.go | Generic rendering (reusable) | DrawCmd, Camera, Assets |
| Entry | cmd/*.go | Wiring | Main, game loop |
Goal: Engine should work unchanged for ANY AILANG game.
Before adding to engine/, ask: Could a different game use this unchanged?
| If YES | If NO |
|---|---|
→ OK for engine/ | → Put in game_views/ |
engine/ must be generic:
sim_gen/ is fine:
game_views/ for game-specific rendering:
engine/ must NOT contain:
engine/ CAN contain:
| Threshold | Action |
|---|---|
| > 800 lines | Error - must split file |
| > 600 lines | Warning - consider splitting |
| > 100 lines/function | Warning - extract functions |
./scripts/validate_all.sh| Script | Purpose |
|---|---|
check_file_sizes.sh | Max 800 lines/file, warn at 600 |
check_layer_boundaries.sh | No game logic in engine/, no rendering in sim_gen/ |
check_structure.sh | Files in correct directories |
check_import_cycles.sh | No circular package dependencies |
pre_release_check.sh | Build, tests, TODOs, debug code |
| Script | Purpose |
|---|---|
check_complexity.sh | Function size (<100 lines), nesting depth, param count |
check_ailang_sync.sh | AILANG types match sim_gen Go types |
check_api_stability.sh | sim_gen exports haven't changed unexpectedly |
check_coverage.sh | Test coverage for critical paths |
check_dependencies.sh | Package import graph, layer violations |
The API stability check maintains a baseline of sim_gen exports:
# Update baseline after intentional API changes
.claude/skills/game-architect/scripts/check_api_stability.sh --update
Track implementation progress of design docs through sprint files:
# Audit design docs - check which have sprints
.claude/skills/game-architect/scripts/audit_design_docs.sh
design_docs/planned/next/sprints/design_docs/implemented/vX_Y_Z/The audit script checks:
Design docs WITHOUT sprints need planning before implementation.
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