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scaffold-action
Scaffold a new discriminated union action variant following the project's action taxonomy
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Scaffold a new discriminated union action variant following the project's action taxonomy
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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| name | scaffold-action |
| description | Scaffold a new discriminated union action variant following the project's action taxonomy |
Use when adding a new action to the game's event system.
All actions are strongly-typed discriminated unions. The four top-level categories are:
type InputAction = /* keyboard / mouse / touch / gamepad events, normalised */
type GameAction = /* simulation-driven state transitions */
type SystemEvent = /* lifecycle events: tick, init, pause, resume */
type RenderCommand = /* draw instructions produced by projectRenderCommands(state) */
packages/game/lib/core/actions.ts.case to every switch that covers that union; the compiler will error on missing cases (never check at the end).*.test.ts file that exercises the new branch.type (not kind, not action).Readonly<{…}> inline — no separate payload type unless reused.this. No mutation.Brand<string, "EnemyId">.// packages/game/lib/core/actions.ts (add to the correct union)
| { readonly type: "your-action"; readonly payload: Readonly<{ /* … */ }> }
Exhaustiveness guard (add to every switch that covers this union):
default: {
const _exhaustive: never = action;
return _exhaustive;
}
For RenderCommand variants, also update packages/game/lib/render/project-render-commands.ts, packages/game/lib/effects/execute-render-command.ts, and their co-located tests.