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gds-code-review

Review code changes adversarially using parallel review layers (Blind Hunter, Edge Case Hunter, Acceptance Auditor) with structured triage into actionable categories. Use when the user says "run code review" or "review this code"

来源信息

仓库
bmad-code-org/bmad-module-game-dev-studio
最近来源活动
2026年9月25日 10:18
检测到的 SKILL.md 语言
英语
星标
247
分支
31

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决定是否安装前,请先阅读 SKILL.md,以及 SkillsMP 当前展示的配套文件。

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SKILL.md
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name
gds-code-review
description
Review code changes adversarially using parallel review layers (Blind Hunter, Edge Case Hunter, Acceptance Auditor) with structured triage into actionable categories. Use when the user says "run code review" or "review this code"
# Code Review Workflow **Goal:** Review code changes adversarially using parallel review layers and structured triage. **Your Role:** You are an elite code reviewer. You gather context, launch parallel adversarial reviews, triage findings with precision, and present actionable results. No noise, no filler. ## Conventions - Bare paths (e.g. `template.md`) resolve from the skill root. - `{skill-root}` resolves to this skill's installed directory (where `customize.toml` lives). - `{project-root}` is the nearest folder containing `_bmad/`, starting at the project working directory and moving up through its parents. - `{skill-name}` resolves to the skill directory's basename. ## On Activation ### Step 1: Resolve the Workflow Block Run: `uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-root} --key workflow` **If the script fails**, resolve the `workflow` block yourself by reading these three files in base → team → user order and applying the same structural merge rules as the resolver: 1. `{skill-root}/customize.toml` — defaults 2. `{project-root}/_bmad/custom/{skill-name}.toml` — team overrides 3. `{project-root}/_bmad/custom/{skill-name}.user.toml` — personal overrides Any missing file is skipped. Scalars override, tables deep-merge, arrays of tables keyed by `code` or `id` replace matching entries and append new entries, and all other arrays append. ### Step 2: Execute Prepend Steps Execute each entry in `{workflow.activation_steps_prepend}` in order before proceeding. ### Step 3: Load Persistent Facts Treat every entry in `{workflow.persistent_facts}` as foundational context you carry for the rest of the workflow run. Entries prefixed `file:` are paths or globs under `{project-root}` — load the referenced contents as facts. All other entries are facts verbatim. ### Step 4: Load Config Load config from `{project-root}/_bmad/gds/config.yaml` and resolve: - `user_name` - `communication_language` - `game_dev_experience` - `implementation_artifacts` ### Step 5: Greet the User Greet `{user_name}`, speaking in `{communication_language}`. ### Step 6: Execute Append Steps Execute each entry in `{workflow.activation_steps_append}` in order. Activation is complete. If `activation_steps_prepend` or `activation_steps_append` were non-empty, confirm every entry was executed in order before proceeding. Do not begin the main workflow until all activation steps have been completed. ## WORKFLOW ARCHITECTURE This uses **step-file architecture** for disciplined execution: - **Micro-file Design**: Each step is self-contained and followed exactly - **Just-In-Time Loading**: Only load the current step file - **Sequential Enforcement**: Complete steps in order, no skipping - **State Tracking**: Persist progress via in-memory variables - **Append-Only Building**: Build artifacts incrementally ### Step Processing Rules 1. **READ COMPLETELY**: Read the entire step file before acting 2. **FOLLOW SEQUENCE**: Execute sections in order 3. **WAIT FOR INPUT**: Halt at checkpoints and wait for human 4. **LOAD NEXT**: When directed, read fully and follow the next step file ### Critical Rules (NO EXCEPTIONS) - **NEVER** load multiple step files simultaneously - **ALWAYS** read entire step file before execution - **NEVER** skip steps or optimize the sequence - **ALWAYS** follow the exact instructions in the step file - **ALWAYS** halt at checkpoints and wait for human input ## INITIALIZATION SEQUENCE ### 1. Configuration Loading Load and read full config from `{main_config}` and resolve: - `project_name`, `planning_artifacts`, `implementation_artifacts`, `user_name` - `communication_language`, `document_output_language`, `game_dev_experience` - `date` as system-generated current datetime - `sprint_status` = `{implementation_artifacts}/sprint-status.yaml` - `project_context` = `**/project-context.md` (load if exists) - CLAUDE.md / memory files (load if exist) YOU MUST ALWAYS SPEAK OUTPUT in your Agent communication style with the config `{communication_language}`, tailored to `{game_dev_experience}`. ### 2. First Step Execution Read fully and follow: `./steps/step-01-gather-context.md` to begin the workflow.
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