Write cutting-edge and modern native CSS. Apply this skill whenever writing, reviewing, or refactoring CSS for components, layouts, design systems, or theming, even if the user doesn't say "modern CSS" explicitly. Covers a self-contained design-token scale…
dkolba/bruff
SkillsMP has collected 19 skills from dkolba/bruff. Open a skill to review its source and details.
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Skills in this repository
Showing 19 of 19 collected skills.
Apply this skill whenever the task involves web security: writing or auditing HTTP security headers, configuring CSP, CORS, HSTS, or Permissions-Policy, sanitising untrusted HTML (Sanitizer API / DOMPurify), implementing Trusted Types to prevent DOM-XSS,…
Patterns for invoking the GitHub CLI (gh) from agents. Covers structured output, pagination, repo targeting, search vs list, gh api fallback.
Audit and update durable architecture guidance after a cross-layer implementation, file move, package boundary change, coverage config change, or SDTE feature. Use when agent needs to reconcile AGENTS.md, package AGENTS.md files, local .agents/skills, older…
Run the Spec → Design → Tasks → Execution workflow for non-trivial work — produces /specs/<feature>/{spec,design,tasks}.md, drives atomic per-task execution, and ends with a Review phase. Invoke when starting a new package, new game system, GameState shape…
Best practices for building scalable plain Web Components without turning custom elements into “god objects”. Provides patterns that keep Web Components modular, reusable, maintainable, and focused on UI concerns.
Common patterns and best-practices for writing tests (unit tests & E2E tests)
Safely evolve GameState shape — bump stateVersion, write a pure migration function, update replay fixtures and snapshot baselines
Scaffold a new game entity type with a branded ID, Readonly shape, and deterministic ID generation
Implement or extend the in-house seeded PRNG stored in GameState — zero external dependencies, fully deterministic
Add a new pure functional spatial index (collision map, grid, lookup) recomputed from GameState each tick
Write the three required test levels for game logic — unit, property-based, and deterministic replay/snapshot
Audit import dependencies in packages/game to verify they comply with the layered architecture rules
Write and maintain TypeScript tests for Node.js-only modules using only the native node:test runner and node:assert/strict, with no browser, DOM, Jest, Vitest, or transpiler-based test runner.
Step-by-step workflow for implementing a new game feature in the roguelike architecture (layer assignment → discriminated union → pure function → test → shell wiring)
Scaffold a new discriminated union action variant following the project's action taxonomy
Add a new RenderCommand variant to the retained scene description and wire its Canvas executor in the impure shell
Scaffold a pure state reducer following the (state, action) => state pattern used in packages/game
Review or evaluate a specific function for quality, complexity, naming, testability, and hidden dependencies. Use after writing or before extracting a function. Ends with a recommendation to keep, refactor, or rename.