Claude-Code-Game-Studios/.claude/docs/hooks-reference/pre-commit-code-quality.md
Donchitos e289ce906f
Release v0.2.0: Context Resilience, AskUserQuestion, /design-systems
* Add context resilience: file-backed state, incremental writing, auto-recovery

Prevents "prompt too long" crashes from killing sessions by persisting work
to disk incrementally instead of relying on conversation memory.

Changes:
- pre-compact.sh: dumps session state before context compression
- session-start.sh: detects active.md for crash recovery
- session-stop.sh: archives and clears active.md on clean shutdown
- context-management.md: file-backed state as primary strategy
- 9 agents updated with incremental section writing protocol
  (game-designer, systems-designer, economy-designer, narrative-director,
   level-designer, world-builder, writer, art-director, audio-director)
- CLAUDE.md: trimmed redundant imports (10 → 5) to reduce token overhead
- design-docs.md rule: enforces incremental writing pattern
- .gitignore: excludes ephemeral session state files
- directory-structure.md: documents session-state/ and session-logs/
- COLLABORATIVE-DESIGN-PRINCIPLE.md: documents incremental writing pattern

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add AskUserQuestion integration across collaborative protocols

Explicitly reference the AskUserQuestion tool in all collaborative agent
definitions, protocol templates, team orchestrator skills, and the master
principle doc. Introduces the Explain-then-Capture pattern: agents write
full expert analysis in conversation, then call AskUserQuestion with
concise labels to capture decisions via structured UI.

26 files updated:
- 3 protocol templates (design, leadership, implementation)
- 14 agent definitions (10 design + 3 leadership + writer)
- 8 orchestrator skills (brainstorm + 7 team-*)
- 1 master principle doc (COLLABORATIVE-DESIGN-PRINCIPLE.md)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add /design-systems skill: concept-to-GDD decomposition workflow

Bridges the gap between game concept and per-system design documents.
Professional studios use systems enumeration + dependency sorting between
concept and feature docs — skipping this step is one of the most expensive
mistakes (systems discovered during production cost 5-10x more to add).

New files:
- .claude/skills/design-systems/SKILL.md — 7-phase orchestration skill
  (enumerate systems, map dependencies, assign priorities, write GDDs)
- .claude/docs/templates/systems-index.md — master tracking template

Flow integration (7 existing skills updated):
- brainstorm, start, setup-engine, design-review, gate-check,
  project-stage-detect, game-concept template all reference /design-systems
  at the appropriate workflow touchpoints

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix cross-platform bugs, add missing tool permissions, and update docs for v0.2.0

Hooks: fix \s → [[:space:]] in grep -E fallbacks (3 files), fix detect-gaps.sh
empty-variable bug, fix log-agent.sh field name (agent_name → agent_type),
harden validate-push.sh with explicit $MATCHED_BRANCH, convert for-in loops
to while-read for space-safe iteration, add POSIX head -n syntax, increase
PreCompact timeout, widen session-stop log window.

Skills: add AskUserQuestion to 10 skills and TodoWrite to 8 multi-phase skills.
Fix project-stage-detect template/output paths, tech-artist → technical-artist.

Docs: add /design-systems to all references (README, quick-start, workflow guide,
skills-reference), update skill count 35 → 36, remove stale AI artifacts from
COLLABORATIVE-DESIGN-PRINCIPLE.md, add AskUserQuestion note to examples README.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 20:52:35 +11:00

2 KiB

Hook: pre-commit-code-quality

Trigger

Runs before any commit that modifies files in src/.

Purpose

Enforces coding standards before code enters version control. Catches style violations, missing documentation, overly complex methods, and hardcoded values that should be data-driven.

Implementation

#!/bin/bash
# Pre-commit hook: Code quality checks
# Adapt the specific checks to your language and tooling

CODE_FILES=$(git diff --cached --name-only --diff-filter=ACM | grep -E '^src/')

EXIT_CODE=0

if [ -n "$CODE_FILES" ]; then
    for file in $CODE_FILES; do
        # Check for hardcoded magic numbers in gameplay code
        if [[ "$file" == src/gameplay/* ]]; then
            # Look for numeric literals that are likely balance values
            # Adjust the pattern for your language
            if grep -nE '(damage|health|speed|rate|chance|cost|duration)[[:space:]]*[:=][[:space:]]*[0-9]+' "$file"; then
                echo "WARNING: $file may contain hardcoded gameplay values. Use data files."
                # Warning only, not blocking
            fi
        fi

        # Check for TODO/FIXME without assignee
        if grep -nE '(TODO|FIXME|HACK)[^(]' "$file"; then
            echo "WARNING: $file has TODO/FIXME without owner tag. Use TODO(name) format."
        fi

        # Run language-specific linter (uncomment appropriate line)
        # For GDScript: gdlint "$file" || EXIT_CODE=1
        # For C#: dotnet format --check "$file" || EXIT_CODE=1
        # For C++: clang-format --dry-run -Werror "$file" || EXIT_CODE=1
    done

    # Run unit tests for modified systems
    # Uncomment and adapt for your test framework
    # python -m pytest tests/unit/ -x --quiet || EXIT_CODE=1
fi

exit $EXIT_CODE

Agent Integration

When this hook fails:

  1. For style violations: auto-fix with your formatter or invoke lead-programmer
  2. For hardcoded values: invoke gameplay-programmer to externalize the values
  3. For test failures: invoke qa-tester to diagnose and gameplay-programmer to fix