Files
BMAD-METHOD/expansion-packs/bmad-godot-game-dev/tasks/apply-qa-fixes.md
Javier Gomez f09e282d72 feat(opencode): add JSON-only integration and compact AGENTS.md generator (#570)
* feat: add OpenCode integration implementation plan for BMAD-METHOD

* installer(opencode): add OpenCode target metadata in install.config.yaml

* chore(deps): add comment-json for JSONC parsing in OpenCode integration

* feat(installer/opencode): implement setupOpenCode with minimal instructions merge and BMAD-managed agents/commands

* feat(installer): add OpenCode (SST) to IDE selector and CLI --ide help

* fix(opencode): align generated opencode.json(c) with schema (instructions as strings; agent.prompt; command.template; remove unsupported fields)

* feat(installer): enhance OpenCode setup with agent selection and prefix options

* fix: update configuration file references from `bmad-core/core-config.yaml` to `.bmad-core/core-config.yaml` across multiple agent and task files for consistency and clarity.

* refactor: streamline OpenCode configuration prompts and normalize instruction paths for agents and tasks

* feat: add tools property to agent definitions for enhanced functionality. Otherwise opencode consders the subagents as readonly

* feat: add extraction of 'whenToUse'  from agents markdown files for improved agent configuration in opencode

* feat: enhance task purpose extraction from markdown files with improved parsing and cleanup logic

* feat: add collision warnings for non-BMAD-managed agent and command keys during setup

* feat: generate and update AGENTS.md for OpenCode integration with agent and task details

* feat: add compact AGENTS.md generator and JSON-only integration for OpenCode

* chore(docs): remove completed OpenCode integration implementation plans

* feat: enable default prefixes for agent and command keys to avoid collisions

* fix: remove unnecessary line breaks in 'whenToUse' descriptions for QA agents to mathc the rest of the agents definitions and improve programatic parsing of whenToUse prop

* fix: update OpenCode references to remove 'SST' for consistency across documentation and configuration

* fix: update agent mode from 'subagent' to 'all' for consistency in agent definitions

* fix: consolidate 'whenToUse' description format for clarity and consistent parsing
2025-09-11 17:44:41 -05:00

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<!-- Powered by BMAD™ Core -->
# apply-qa-fixes
Implement fixes based on QA results (gate and assessments) for a specific Godot game story. This task is for the Game Developer agent to systematically consume QA outputs and apply game code/test changes while only updating allowed sections in the story file.
## Purpose
- Read QA outputs for a game story (gate YAML + assessment markdowns)
- Create a prioritized, deterministic fix plan for game features
- Apply game code and test changes to close gaps and address issues
- Update only the allowed story sections for the Game Developer agent
## Inputs
```yaml
required:
- story_id: '{epic}.{story}' # e.g., "2.2"
- qa_root: from `.bmad-godot-game-dev/config.yaml` key `qa.qaLocation` (e.g., `docs/project/qa`)
- story_root: from `.bmad-godot-game-dev/config.yaml` key `devStoryLocation` (e.g., `docs/project/stories`)
- project_root: Godot project root directory (containing project.godot)
optional:
- story_title: '{title}' # derive from story H1 if missing
- story_slug: '{slug}' # derive from title (lowercase, hyphenated) if missing
```
## QA Sources to Read
- Gate (YAML): `{qa_root}/gates/{epic}.{story}-*.yml`
- If multiple, use the most recent by modified time
- Assessments (Markdown):
- Test Design: `{qa_root}/assessments/{epic}.{story}-test-design-*.md`
- Traceability: `{qa_root}/assessments/{epic}.{story}-trace-*.md`
- Risk Profile: `{qa_root}/assessments/{epic}.{story}-risk-*.md`
- NFR Assessment: `{qa_root}/assessments/{epic}.{story}-nfr-*.md`
## Prerequisites
- Godot 4.x installed and configured
- Testing frameworks installed:
- **GDScript**: GUT (Godot Unit Test) framework installed as addon
- **C#**: GoDotTest or GodotTestDriver NuGet packages installed
- Project builds successfully in Godot Editor
- Test commands available:
- GDScript: `godot --headless --script res://addons/gut/gut_cmdln.gd`
- C#: `dotnet test` or `godot --headless --run-tests`
## Process (Do not skip steps)
### 0) Load Core Config & Locate Story
- Read `.bmad-core/core-config.yaml` and resolve `qa_root`, `story_root`, and `project_root`
- Locate story file in `{story_root}/{epic}.{story}.*.md`
- HALT if missing and ask for correct story id/path
### 1) Collect QA Findings
- Parse the latest gate YAML:
- `gate` (PASS|CONCERNS|FAIL|WAIVED)
- `top_issues[]` with `id`, `severity`, `finding`, `suggested_action`
- `nfr_validation.*.status` and notes
- `trace` coverage summary/gaps
- `test_design.coverage_gaps[]`
- `risk_summary.recommendations.must_fix[]` (if present)
- Read any present assessment markdowns and extract explicit gaps/recommendations
### 2) Build Deterministic Fix Plan (Priority Order)
Apply in order, highest priority first:
1. High severity items in `top_issues` (gameplay/performance/stability/maintainability)
2. NFR statuses: all FAIL must be fixed → then CONCERNS
3. Test Design `coverage_gaps` (prioritize P0 gameplay scenarios)
4. Trace uncovered requirements (AC-level, especially gameplay mechanics)
5. Risk `must_fix` recommendations
6. Medium severity issues, then low
Guidance:
- Prefer tests closing coverage gaps before/with code changes
- Keep changes minimal and targeted; follow Godot best practices and project architecture
- Respect scene organization and node hierarchy
- Follow GDScript style guide or C# conventions as appropriate
### 3) Apply Changes
- Implement game code fixes per plan:
- GDScript: Follow Godot style guide, use signals for decoupling
- C#: Follow .NET conventions, use events/delegates appropriately
- Add missing tests to close coverage gaps:
- **GDScript Tests (GUT)**:
- Unit tests in `test/unit/` for game logic
- Integration tests in `test/integration/` for scene interactions
- Use `gut.p()` for parameterized tests
- Mock nodes with `double()` and `stub()`
- **C# Tests (GoDotTest/GodotTestDriver)**:
- Unit tests using xUnit or NUnit patterns
- Integration tests for scene and node interactions
- Use test fixtures for game state setup
- Follow Godot patterns:
- Autoload/singleton patterns for global game state
- Signal-based communication between nodes
- Resource files (.tres/.res) for data management
- Scene inheritance for reusable components
### 4) Validate
**For GDScript Projects:**
- Run GUT tests: `godot --headless --script res://addons/gut/gut_cmdln.gd -gselect=test/ -gexit`
- Check for script errors in Godot Editor (Script Editor panel)
- Validate scene references and node paths
- Run game in editor to verify no runtime errors
**For C# Projects:**
- Build solution: `dotnet build`
- Run tests: `dotnet test` or `godot --headless --run-tests`
- Check for compilation errors
- Validate no null reference exceptions in gameplay
**For Both:**
- Test gameplay mechanics manually if needed
- Verify performance (check FPS, memory usage)
- Iterate until all tests pass and no errors
### 5) Update Story (Allowed Sections ONLY)
CRITICAL: Dev agent is ONLY authorized to update these sections of the story file. Do not modify any other sections (e.g., QA Results, Story, Acceptance Criteria, Dev Notes, Testing):
- Tasks / Subtasks Checkboxes (mark any fix subtask you added as done)
- Dev Agent Record →
- Agent Model Used (if changed)
- Debug Log References (test results, Godot console output)
- Completion Notes List (what changed, why, how)
- File List (all added/modified/deleted files)
- Change Log (new dated entry describing applied fixes)
- Status (see Rule below)
Status Rule:
- If gate was PASS and all identified gaps are closed → set `Status: Ready for Done`
- Otherwise → set `Status: Ready for Review` and notify QA to re-run the review
### 6) Do NOT Edit Gate Files
- Dev does not modify gate YAML. If fixes address issues, request QA to re-run `review-story` to update the gate
## Blocking Conditions
- Missing `.bmad-core/core-config.yaml`
- Story file not found for `story_id`
- No QA artifacts found (neither gate nor assessments)
- HALT and request QA to generate at least a gate file (or proceed only with clear developer-provided fix list)
- Godot project file (`project.godot`) not found
- Testing framework not properly installed (GUT addon missing or NuGet packages not restored)
## Completion Checklist
- Godot project builds without errors
- All tests pass:
- GDScript: GUT tests green
- C#: dotnet test successful
- No script errors in Godot Editor
- All high severity `top_issues` addressed
- NFR FAIL → resolved; CONCERNS minimized or documented
- Coverage gaps closed or explicitly documented with rationale
- Gameplay features tested and working
- Story updated (allowed sections only) including File List and Change Log
- Status set according to Status Rule
## Example: Story 2.2 - Player Movement System
Given gate `docs/project/qa/gates/2.2-*.yml` shows
- `coverage_gaps`: Jump mechanics edge cases untested (AC2)
- `coverage_gaps`: Input buffering not tested (AC4)
- `top_issues`: Performance drops when multiple players active
Fix plan:
**GDScript Example:**
- Add GUT test for jump height variation based on button hold time
- Add test for input buffering during state transitions
- Optimize player movement script using object pooling for effects
- Test with `gut.p()` parameterized tests for different player counts
**C# Example:**
- Add GoDotTest unit test for jump physics calculations
- Add integration test for input system using GodotTestDriver
- Refactor movement system to use Jobs/Tasks for parallel processing
- Verify with performance profiler
- Re-run tests and update Dev Agent Record + File List accordingly
## Key Principles
- Deterministic, risk-first prioritization
- Minimal, maintainable changes following Godot best practices
- Tests validate gameplay behavior and close gapså
- Respect Godot's node-based architecture and signal system
- Maintain clear separation between game logic and presentation
- Strict adherence to allowed story update areas
- Gate ownership remains with QA; Game Developer signals readiness via Status
## Testing Framework References
### GUT (GDScript)
- Documentation: https://github.com/bitwes/Gut/wiki
- Test structure: `extends GutTest`
- Assertions: `assert_eq()`, `assert_true()`, `assert_has_signal()`
- Mocking: `double()`, `stub()`, `spy_on()`
### GoDotTest/GodotTestDriver (C#)
- GoDotTest: xUnit-style testing for Godot C#
- GodotTestDriver: Integration testing with scene manipulation
- Test attributes: `[Fact]`, `[Theory]`, `[InlineData]`
- Scene testing: Load scenes, interact with nodes, verify state