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tangziwen
GitHub 创作者资料

tangziwen

按仓库查看 1 个 GitHub 仓库中的 12 个已收集 skills。

已收集 skills
12
仓库
1
更新
2026-06-27
仓库分布

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按已收集 skill 数展示主要仓库,并显示它们在该创作者目录中的占比和职业覆盖。

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仓库与代表性 skills

engine-codemap-sync
软件开发工程师

Assess whether completed engine code changes should be reflected in Doc/EngineCodeMap. Use implicitly only after C/C++ source or header file changes under CubeEngine/EngineSrc, such as .c, .cc, .cpp, .cxx, .h, .hh, .hpp, .hxx, .inl, or .ipp, and only when the change may alter durable module responsibilities, important objects, or stable entry points that help narrow source search. Ignore doc-only, build-only, asset-only, config-only, generated, formatting, and other non-code-file changes unless the user explicitly asks to evaluate CodeMap. Also use when the user says "更新codemap", "update codemap", or otherwise explicitly asks to update or sync CodeMap. First filter out pure bug fixes, tiny helper-only changes, formatting, generated files, assets, build-only changes, and implementation-only refactors that do not change AI navigation value. If classified as skip, do not ask the user; only ask before editing when a real CodeMap update is likely needed.

2026-06-27
gameplay-design-sync
软件开发工程师

Assess whether completed CubeGame gameplay changes should be reconciled into Doc/GameplayIntent design documents. Use implicitly only after C/C++ source or header file changes under CubeEngine/Application/CubeGame, such as .c, .cc, .cpp, .cxx, .h, .hh, .hpp, .hxx, .inl, or .ipp, and only when the change may alter gameplay design intent, concrete design mechanisms, concepts, object relationships, aliases, or Concept Code Anchors. Ignore doc-only, build-only, asset-only, config-only, generated, formatting, and other non-code-file changes unless the user explicitly asks to evaluate gameplay design docs. First filter out pure engine/non-gameplay changes, then list candidate concept changes and ask the user before editing design docs. Do not use for pure engine changes, pure rendering/backend changes, ordinary bug fixes, helper/config/data-only additions, or implementation-only refactors that do not change gameplay concepts.

2026-06-27
cp-apply
软件开发工程师

Apply exactly one CodePlan step to the repository, with preflight idempotency checks and progress.md updates. Use when the user asks to execute, apply, continue, or implement a specific step or the next unchecked step.

2026-06-27
gameplay-design-verify
软件质量保证分析师与测试员

Explicitly verify CubeGame gameplay code against Doc/GameplayIntent design documents. Use only when the user asks to verify, audit, review, or check whether gameplay implementation matches accepted design intent. This is one-way verification: if code and intent disagree, report or fix code; never rewrite intent documents to match the current code unless the user separately asks for design sync.

2026-06-27
build-project
软件开发工程师

Build the project using the CMake presets defined for this repository. Use when the user asks to compile, build, or verify that the project builds.

2026-06-23
cp-explore
软件开发工程师

Explore and clarify a prospective CodePlan before writing design.md. Use when the user has a rough requirement and wants read-only investigation, clarifying questions, constraints discovery, and a compact candidate CodePlan name before running cp-plan.

2026-06-14
cp-plan
软件开发工程师

Create or update a CodePlan design.md from clarified requirements, repository observations, constraints, and architecture intent. Use after cp-explore or when the user explicitly asks to write, update, or refine the high-level CodePlan design.

2026-06-14
cp-refine
软件开发工程师

Refine a CodePlan design.md into precise step1.md through stepX.md files and progress.md. Use when the user asks to detail, refine, decompose, split, or prepare a CodePlan for implementation by weaker or cheaper models.

2026-06-14
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