* 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
8.4 KiB
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
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
- Test Design:
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 testorgodot --headless --run-tests
- GDScript:
Process (Do not skip steps)
0) Load Core Config & Locate Story
- Read
.bmad-core/core-config.yamland resolveqa_root,story_root, andproject_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[]withid,severity,finding,suggested_actionnfr_validation.*.statusand notestracecoverage summary/gapstest_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:
- High severity items in
top_issues(gameplay/performance/stability/maintainability) - NFR statuses: all FAIL must be fixed → then CONCERNS
- Test Design
coverage_gaps(prioritize P0 gameplay scenarios) - Trace uncovered requirements (AC-level, especially gameplay mechanics)
- Risk
must_fixrecommendations - 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()andstub()
- Unit tests in
- 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
- GDScript Tests (GUT):
- 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 testorgodot --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 Reviewand 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-storyto 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_issuesaddressed - 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