- Add CCGS Skill Testing Framework: self-contained QA layer with 72 skill specs, 49 agent specs, catalog.yaml, quality-rubric.md, templates, README, CLAUDE.md - Add /skill-improve: test-fix-retest loop covering static + category checks - Add 4 missing skills: /art-bible, /asset-spec, /day-one-patch, /security-audit - Add /skill-test category mode (Phase 2D) with quality rubric evaluation - Extend /skill-test audit to cover agent specs alongside skill specs - Update all skill-test and skill-improve path refs to CCGS Skill Testing Framework/ - Remove stale tests/skills/ directory (superseded by CCGS Skill Testing Framework) - Add director gate intensity modes (full/lean/solo) to gate-check and related skills Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Agent Test Spec: godot-gdscript-specialist
Agent Summary
Domain: GDScript static typing, design patterns in GDScript, signal architecture, coroutine/await patterns, and GDScript performance. Does NOT own: shader code (godot-shader-specialist), GDExtension bindings (godot-gdextension-specialist). Model tier: Sonnet (default). No gate IDs assigned.
Static Assertions (Structural)
description:field is present and domain-specific (references GDScript / static typing / signals / coroutines)allowed-tools:list includes Read, Write, Edit, Bash, Glob, Grep- Model tier is Sonnet (default for specialists)
- Agent definition does not claim authority over shader code or GDExtension
Test Cases
Case 1: In-domain request — appropriate output
Input: "Review this GDScript file for type annotation coverage." Expected behavior:
- Reads the provided GDScript file
- Flags every variable, parameter, and return type that is missing a static type annotation
- Produces a list of specific line-by-line findings:
var speed = 5.0→var speed: float = 5.0 - Notes the performance and tooling benefits of static typing in Godot 4
- Does NOT rewrite the entire file unprompted — produces a findings list for the developer to apply
Case 2: Out-of-domain request — redirects correctly
Input: "Write a vertex shader to distort the mesh in world space." Expected behavior:
- Does NOT produce shader code in GDScript or in Godot's shading language
- Explicitly states that shader authoring belongs to
godot-shader-specialist - Redirects the request to
godot-shader-specialist - May note that the GDScript side (passing uniforms to a shader, setting shader parameters) is within its domain
Case 3: Async loading with coroutines
Input: "Load a scene asynchronously and wait for it to finish before spawning it." Expected behavior:
- Produces an
await+ResourceLoader.load_threaded_requestpattern for Godot 4 - Uses static typing throughout (
var scene: PackedScene) - Handles the completion check with
ResourceLoader.load_threaded_get_status() - Notes error handling for failed loads
- Does NOT use deprecated Godot 3
yield()syntax
Case 4: Performance issue — typed array recommendation
Input: "The entity update loop is slow; it iterates an untyped Array of 1,000 nodes every frame." Expected behavior:
- Identifies that an untyped
Arrayforegoes compiler optimization in GDScript - Recommends converting to a typed array (
Array[Node]or the specific type) to enable JIT hints - Notes that if this is still insufficient, escalates the hot path to C# migration recommendation
- Produces the typed array refactor as the immediate fix
- Does NOT recommend migrating the entire codebase to C# without profiling evidence
Case 5: Context pass — Godot 4.6 with post-cutoff features
Input: Engine version context provided: Godot 4.6. Request: "Create an abstract base class for all enemy types using @abstract." Expected behavior:
- Identifies
@abstractas a Godot 4.5+ feature (post-cutoff) - Notes this in the output: feature introduced in 4.5, verified against VERSION.md migration notes
- Produces the GDScript class using
@abstractwith correct syntax as documented in migration notes - Marks the output as requiring verification against the official 4.5 release notes due to post-cutoff status
- Uses static typing for all method signatures in the abstract class
Protocol Compliance
- Stays within declared domain (GDScript — typing, patterns, signals, coroutines, performance)
- Redirects shader requests to godot-shader-specialist
- Redirects GDExtension requests to godot-gdextension-specialist
- Returns structured GDScript output with full static typing
- Uses Godot 4 API only — no deprecated Godot 3 patterns (yield, connect with strings, etc.)
- Flags post-cutoff features (4.4, 4.5, 4.6) and marks them as requiring doc verification
Coverage Notes
- Type annotation review (Case 1) output is suitable as a code review checklist
- Async loading (Case 3) should produce testable code verifiable with a unit test in
tests/unit/ - Post-cutoff @abstract (Case 5) confirms the agent flags version uncertainty rather than silently using unverified APIs