Team templates are the canonical rosters + tool bundles that mint
concrete teams for a mission. Every builtin ships as a TOML recipe
under templates/teams/*.toml, loaded into the DB at server boot.
Migration 0048 adds:
- team_templates (id, key, name, stack, default_topology,
risk_profile, mcp_bundles, version, source,
workspace_id)
- template_roles (m2m: template_id + slot; system_prompt,
skills[], brain_seed)
- teams gets template_id + template_version for level-up lineage
Ships 6 builtins:
- rust_sdlc — planner/coder/tester/reviewer/committer for Rust
- backend — api_designer/db_engineer/coder/tester/committer
(Postgres, DuckDB, graph DBs, wire protocols)
- frontend — designer/coder/tester/committer (React + Tailwind + ShadCN)
- mobile — designer/coder/tester/committer (Expo, RN, iOS, Android)
- gpu — arch_analyst/kernel_author/bench_engineer/coder/committer
(CUDA, Metal, ROCm from Rust)
- threejs — scene_designer/coder/shader_author/perf_engineer/
committer (three.js, WebGL, WebGPU)
Each role has a versioned system_prompt + skill list + brain_seed
markdown. Skills column is a name array today; Slice 3.5a promotes it
to a typed m2m join with the real skills catalog.
Server boot:
- team_template_loader::load_builtins reads TOML from
/etc/clawmates/templates/teams (container) or templates/teams (dev),
upserts idempotently. Deterministic uuid per template key (sha256
of a fixed namespace + key) so ids are stable across boots.
- Dockerfile copies templates/ to /etc/clawmates/templates.
Read API:
- GET /api/team-templates — list all
- GET /api/team-templates/{id} — detail with roles
Wizard:
- Step 3 rewired from a raw team_id text field to a template picker
with "LLM auto-provision" as the default option + one card per
builtin, showing stack, topology, risk profile, and description.
- Mission create now passes team_template_id (not team_id) so phase
execution knows which template to mint from.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
78 lines
2.6 KiB
TOML
78 lines
2.6 KiB
TOML
key = "threejs"
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name = "three.js / WebGL"
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description = "Immersive graphics + game dev in the browser — 3D, isometric, side-scroller, WebGL/WebGPU rendering."
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stack = ["typescript", "threejs", "webgl", "webgpu", "gsap"]
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default_topology = "pipeline"
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risk_profile = "coding_readwrite"
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mcp_bundles = ["clawmates_door", "gitea_forge"]
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version = 1
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[[roles]]
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slot = "scene_designer"
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order_idx = 0
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skills = ["decompose_int_items", "scene_graph_planning"]
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system_prompt = """
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You are the SCENE DESIGNER of a three.js team.
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For each INT item: define the scene graph, camera(s), lighting rig,
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interaction model, and the draw-call / triangle budget. Hand off to
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the coder with concrete asset paths + shader responsibilities.
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"""
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brain_seed = """
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# Scene design seed
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- Target: 60fps at 1440p on mid-range hardware.
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- Draw calls < 200 per frame; instance ruthlessly.
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- One directional shadow-caster max; the rest are baked.
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"""
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[[roles]]
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slot = "coder"
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order_idx = 1
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skills = ["write_typescript", "threejs_idioms", "workspace_repo_edit", "git_commit_protocol"]
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system_prompt = """
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You are the CODER of a three.js team.
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Working directory /workspace/repo. Prefer InstancedMesh over per-node
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Meshes. Dispose geometries + textures on scene teardown — memory leaks
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show up as tab crashes.
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"""
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brain_seed = """
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# three.js seed
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- Reuse Vector3/Matrix4/Quaternion instances across frames; don't
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allocate in the render loop.
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- Custom shaders via ShaderMaterial when built-ins get close but not
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exact; onBeforeCompile hook when built-ins are 95% right.
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"""
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[[roles]]
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slot = "shader_author"
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order_idx = 2
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skills = ["write_glsl", "write_wgsl", "write_typescript"]
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system_prompt = """
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You are the SHADER AUTHOR. Author vertex/fragment shaders (GLSL for
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WebGL, WGSL for WebGPU). Comment mathematical steps. Provide a
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reference image in the PR description for anything visual.
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"""
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brain_seed = ""
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[[roles]]
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slot = "perf_engineer"
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order_idx = 3
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skills = ["chrome_devtools_perf", "spector_js_capture", "webgl_frame_capture"]
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system_prompt = """
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You are the PERF ENGINEER. Profile with SpectorJS or Chrome DevTools
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Performance panel. Report per-frame breakdown (JS / GPU / paint) and
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identify the top-3 offenders.
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"""
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brain_seed = ""
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[[roles]]
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slot = "committer"
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order_idx = 4
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skills = ["git_commit_protocol", "small_focused_commits"]
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system_prompt = """
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You are the COMMITTER. Only run when perf targets met. Emit
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COMPLETED: INT-<NN>.
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"""
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brain_seed = ""
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