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Adventure

Adventure contains 10 collected skills from Xian55, with repository-level occupation coverage and site-owned skill detail pages.

skills collected
10
Stars
0
updated
2026-07-11
Forks
0
Occupation coverage
2 occupation categories · 100% classified
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Skills in this repository

adv-input-action
software-developers

Add or change a player input action (a key/mouse-driven control) the right way — routed through the rebindable input action map, never a hard-coded key. Use whenever you introduce a new control (a new key/button the player presses) or change how an existing control is read, so it stays rebindable via keybindings.cfg.

2026-07-11
adv-test
software-quality-assurance-analysts-and-testers

Build and run the Adventure headless unit-test suite (doctest via CTest). Use after changing anything in adventure_lib (Lua engine, metrics, systems) to check for regressions before committing.

2026-07-06
adv-map
software-developers

Authoritative reference for the TrenchBroom/Quake Valve 220 .map format and Adventure's map conventions. Use when authoring, generating, editing, debugging, or validating a .map file, or wiring TrenchBroom to the project. TrenchBroom has no MCP server or CLI/scripting API — .map is plain text, so we generate/validate it ourselves (parser: src/world/MapParser).

2026-07-06
adv-onboard
software-developers

Bootstrap a new contributor (or a fresh machine) into the Adventure project — install the toolchain, set environment variables, build, and verify everything works. Use when someone is setting up the project for the first time, or when a clean-machine setup / environment problem needs fixing.

2026-07-06
adv-sprite
software-developers

Produce/export game sprites (billboard atlases, viewmodels) with Aseprite via the ASEPRITE env var, so scripts stay machine-independent. Use when creating or batch-exporting sprite sheets, or setting up Aseprite CLI automation for the asset pipeline.

2026-07-06
adv-docs
software-developers

Keep the project's documentation current after a code change — the subsystem CLAUDE.md files, the root CLAUDE.md, and docs/design. Use at the end of any feature or structural change (it's the final step of adv-feature), or whenever architecture, commands, conventions, or milestone status shift.

2026-07-06
adv-feature
software-developers

The end-to-end harness for building a requested feature in Adventure autonomously — design it, implement it under SRP, test it thoroughly, gate it on performance, verify it, and commit. Use this whenever the user requests a new gameplay/engine feature (a system, mechanic, weapon, enemy, level element, etc.) rather than a trivial fix. It defines the required steps and quality gates so the work is reliable and doesn't regress performance.

2026-07-06
adv-format
software-developers

Apply or check the Adventure C++ house style with clang-format. Use before committing C++ changes, or when CI's format gate fails. Formats src/tests/bench per .clang-format (tabs, Allman, ColumnLimit 0); never touches vendored deps/.

2026-07-06
adv-build
software-developers

Build the Adventure game with a CMake preset, run it, and capture a clean in-game screenshot to visually verify a rendering or gameplay change. Use when asked to build and run, screenshot the game, or confirm a change looks right on screen. Handles the display-DPI screenshot crop so the image has no black borders.

2026-07-06
adv-new-module
software-developers

Scaffold a new single-responsibility C++ module (header + source) in the Adventure codebase, wired into adventure_lib and (if it has testable logic) a matching test. Use when adding a new system, component group, or subsystem so it follows the project's SRP, style, and build conventions.

2026-07-06