Files
clawmates/templates/teams/threejs.toml
T
Omar SobhandClaude Opus 5 5c2c63f8e8 feat(missions): a human can finally reach the plan/roster review gate
Phase 4 of the plan, plus the PLAN_COMPLETE decision and the gitea_forge
cleanup from Phase 5.

THE REVIEW UI

mission_plan and mission_roster have been complete and reachable by curl
since they shipped, with zero frontend. That matters more than a missing
screen usually would: the decide step is not a convenience, it IS the
safety mechanism. Approving a plan replaces the mission's phases; approving
a roster flips it to the composed engine. A gate nobody can reach is a gate
that is always open or always shut.

MissionProposalDrawer, modelled on LevelUpDrawer which already does
load → review → decide. Reached from a mission's SETUP tab. Verified end to
end against the live backend, not just compiled: a model proposed a roster,
approval flipped the mission to `composed`, and approval on a non-draft
mission was refused.

The plan view shows each phase's done_when, and says plainly when one is
absent — a phase without a completion condition is never judged and reports
completed whatever it did, so its absence is the thing worth seeing.

AND THE DEFECT BUILDING IT FOUND

Every refusal path computed a precise reason — "the mission is running, not
a draft", "no node can boot that backend any more" — logged it to stderr,
and returned a bare {"error":"bad request"}. The person who needed the
sentence was the one clicking Approve; they got two words, and the reason
went to a server log they cannot read.

ApiError::Refused(String) carries it now. Same argument ApiError::Unavailable
was added for ("a 500 with 'internal error' sent them looking for a bug that
was not there"), one status code down. Live: the 400 now reads "this mission
is completed — a roster can only be approved while it is a draft, because
approving one rewrites how the mission will run".

PLAN_COMPLETE, decided

The Skill-Use measurement found that int-xx-marker-protocol documents
PLAN_COMPLETE and task_card_parser never implemented it, so an agent
following the skill exactly was silently ignored. Implemented rather than
removed from the skill: the planner needs a way to say it is done
specifying, and agents already emit it.

Marker ids are now strictly INT-<digits>. `starts_with("INT-")` accepted the
range form `INT-01..02` — observed live — which parsed into an id matching
no real item, so a task card appeared for something that did not exist while
the two items it covered stayed open. Rejecting is right: an ignored marker
is visible, a plausible row is not.

GITEA_FORGE, REMOVED

Named in nine places, defined in none. Harmless while provision_claw ignored
the bundle list; once the list was honoured, an undefined name became a
capability an agent is told it has and does not. Removed from seven team
templates, a workflow recipe, the auto-provision path, and a dropdown a user
could pick it from.

A new test asserts every bundle a template names is defined in the runtime
config — and it immediately found `web_fetch` in two templates I had missed
removing by hand. Same shape as the skill-binding test, one layer up.

Agents reach the forge through git over HTTPS with the ambient GITEA_TOKEN,
which is why nothing ever broke.

Full workspace suite green (106 binaries); frontend builds clean.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-19 11:56:54 -07:00

78 lines
2.6 KiB
TOML

key = "threejs"
name = "three.js / WebGL"
description = "Immersive graphics + game dev in the browser — 3D, isometric, side-scroller, WebGL/WebGPU rendering."
stack = ["typescript", "threejs", "webgl", "webgpu", "gsap"]
default_topology = "pipeline"
risk_profile = "coding_readwrite"
mcp_bundles = ["clawmates_door", "clawmates_skills"]
version = 1
[[roles]]
slot = "scene_designer"
order_idx = 0
skills = ["decompose-int-items", "scene-graph-planning"]
system_prompt = """
You are the SCENE DESIGNER of a three.js team.
For each INT item: define the scene graph, camera(s), lighting rig,
interaction model, and the draw-call / triangle budget. Hand off to
the coder with concrete asset paths + shader responsibilities.
"""
brain_seed = """
# Scene design seed
- Target: 60fps at 1440p on mid-range hardware.
- Draw calls < 200 per frame; instance ruthlessly.
- One directional shadow-caster max; the rest are baked.
"""
[[roles]]
slot = "coder"
order_idx = 1
skills = ["threejs-perf-and-teardown", "workspace-repo-commit-protocol", "int-xx-marker-protocol"]
system_prompt = """
You are the CODER of a three.js team.
Working directory /workspace/repo. Prefer InstancedMesh over per-node
Meshes. Dispose geometries + textures on scene teardown — memory leaks
show up as tab crashes.
"""
brain_seed = """
# three.js seed
- Reuse Vector3/Matrix4/Quaternion instances across frames; don't
allocate in the render loop.
- Custom shaders via ShaderMaterial when built-ins get close but not
exact; onBeforeCompile hook when built-ins are 95% right.
"""
[[roles]]
slot = "shader_author"
order_idx = 2
skills = ["shader-authoring-glsl-wgsl", "webgl-frame-profiling", "workspace-repo-commit-protocol"]
system_prompt = """
You are the SHADER AUTHOR. Author vertex/fragment shaders (GLSL for
WebGL, WGSL for WebGPU). Comment mathematical steps. Provide a
reference image in the PR description for anything visual.
"""
brain_seed = ""
[[roles]]
slot = "perf_engineer"
order_idx = 3
skills = ["webgl-frame-profiling", "threejs-perf-and-teardown", "shader-authoring-glsl-wgsl"]
system_prompt = """
You are the PERF ENGINEER. Profile with SpectorJS or Chrome DevTools
Performance panel. Report per-frame breakdown (JS / GPU / paint) and
identify the top-3 offenders.
"""
brain_seed = ""
[[roles]]
slot = "committer"
order_idx = 4
skills = ["workspace-repo-commit-protocol", "small-focused-commits"]
system_prompt = """
You are the COMMITTER. Only run when perf targets met. Emit
COMPLETED: INT-<NN>.
"""
brain_seed = ""