Merge branch 'main' into fix/kilocodemodes-yaml-indentation

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85
SECURITY.md Normal file
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@ -0,0 +1,85 @@
# Security Policy
## Supported Versions
We release security patches for the following versions:
| Version | Supported |
| ------- | ------------------ |
| Latest | :white_check_mark: |
| < Latest | :x: |
We recommend always using the latest version of BMad Method to ensure you have the most recent security updates.
## Reporting a Vulnerability
We take security vulnerabilities seriously. If you discover a security issue, please report it responsibly.
### How to Report
**Do NOT report security vulnerabilities through public GitHub issues.**
Instead, please report them via one of these methods:
1. **GitHub Security Advisories** (Preferred): Use [GitHub's private vulnerability reporting](https://github.com/bmad-code-org/BMAD-METHOD/security/advisories/new) to submit a confidential report.
2. **Discord**: Contact a maintainer directly via DM on our [Discord server](https://discord.gg/gk8jAdXWmj).
### What to Include
Please include as much of the following information as possible:
- Type of vulnerability (e.g., prompt injection, path traversal, etc.)
- Full paths of source file(s) related to the vulnerability
- Step-by-step instructions to reproduce the issue
- Proof-of-concept or exploit code (if available)
- Impact assessment of the vulnerability
### Response Timeline
- **Initial Response**: Within 48 hours of receiving your report
- **Status Update**: Within 7 days with our assessment
- **Resolution Target**: Critical issues within 30 days; other issues within 90 days
### What to Expect
1. We will acknowledge receipt of your report
2. We will investigate and validate the vulnerability
3. We will work on a fix and coordinate disclosure timing with you
4. We will credit you in the security advisory (unless you prefer to remain anonymous)
## Security Scope
### In Scope
- Vulnerabilities in BMad Method core framework code
- Security issues in agent definitions or workflows that could lead to unintended behavior
- Path traversal or file system access issues
- Prompt injection vulnerabilities that bypass intended agent behavior
- Supply chain vulnerabilities in dependencies
### Out of Scope
- Security issues in user-created custom agents or modules
- Vulnerabilities in third-party AI providers (Claude, GPT, etc.)
- Issues that require physical access to a user's machine
- Social engineering attacks
- Denial of service attacks that don't exploit a specific vulnerability
## Security Best Practices for Users
When using BMad Method:
1. **Review Agent Outputs**: Always review AI-generated code before executing it
2. **Limit File Access**: Configure your AI IDE to limit file system access where possible
3. **Keep Updated**: Regularly update to the latest version
4. **Validate Dependencies**: Review any dependencies added by generated code
5. **Environment Isolation**: Consider running AI-assisted development in isolated environments
## Acknowledgments
We appreciate the security research community's efforts in helping keep BMad Method secure. Contributors who report valid security issues will be acknowledged in our security advisories.
---
Thank you for helping keep BMad Method and our community safe.

188
package-lock.json generated
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@ -34,6 +33,7 @@
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@ -756,6 +755,29 @@
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@ -67,6 +67,7 @@
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@ -18,7 +18,6 @@ agent:
critical_actions:
- "Load into memory {project-root}/_bmad/core/config.yaml and set variable project_name, output_folder, user_name, communication_language"
- "Remember the users name is {user_name}"
- "ALWAYS communicate in {communication_language}"
menu:

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@ -22,6 +22,8 @@ agent:
critical_actions:
- "Consult {project-root}/_bmad/bmgd/gametest/qa-index.csv to select knowledge fragments under knowledge/ and load only the files needed for the current task"
- "For E2E testing requests, always load knowledge/e2e-testing.md first"
- "When scaffolding tests, distinguish between unit, integration, and E2E test needs"
- "Load the referenced fragment(s) from {project-root}/_bmad/bmgd/gametest/knowledge/ before giving recommendations"
- "Cross-check recommendations with the current official Unity Test Framework, Unreal Automation, or Godot GUT documentation"
- "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`"
@ -43,6 +45,10 @@ agent:
workflow: "{project-root}/_bmad/bmgd/workflows/gametest/automate/workflow.yaml"
description: "[TA] Generate automated game tests"
- trigger: ES or fuzzy match on e2e-scaffold
workflow: "{project-root}/_bmad/bmgd/workflows/gametest/e2e-scaffold/workflow.yaml"
description: "[ES] Scaffold E2E testing infrastructure"
- trigger: PP or fuzzy match on playtest-plan
workflow: "{project-root}/_bmad/bmgd/workflows/gametest/playtest-plan/workflow.yaml"
description: "[PP] Create structured playtesting plan"

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@ -374,3 +374,502 @@ test:
| Signal not detected | Signal not watched | Call `watch_signals()` before action |
| Physics not working | Missing frames | Await `physics_frame` |
| Flaky tests | Timing issues | Use proper await/signals |
## C# Testing in Godot
Godot 4 supports C# via .NET 6+. You can use standard .NET testing frameworks alongside GUT.
### Project Setup for C#
```
project/
├── addons/
│ └── gut/
├── src/
│ ├── Player/
│ │ └── PlayerController.cs
│ └── Combat/
│ └── DamageCalculator.cs
├── tests/
│ ├── gdscript/
│ │ └── test_integration.gd
│ └── csharp/
│ ├── Tests.csproj
│ └── DamageCalculatorTests.cs
└── project.csproj
```
### C# Test Project Setup
Create a separate test project that references your game assembly:
```xml
<!-- tests/csharp/Tests.csproj -->
<Project Sdk="Godot.NET.Sdk/4.2.0">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.8.0" />
<PackageReference Include="xunit" Version="2.6.2" />
<PackageReference Include="xunit.runner.visualstudio" Version="2.5.4" />
<PackageReference Include="NSubstitute" Version="5.1.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="../../project.csproj" />
</ItemGroup>
</Project>
```
### Basic C# Unit Tests
```csharp
// tests/csharp/DamageCalculatorTests.cs
using Xunit;
using YourGame.Combat;
public class DamageCalculatorTests
{
private readonly DamageCalculator _calculator;
public DamageCalculatorTests()
{
_calculator = new DamageCalculator();
}
[Fact]
public void Calculate_BaseDamage_ReturnsCorrectValue()
{
var result = _calculator.Calculate(100f, 1f);
Assert.Equal(100f, result);
}
[Fact]
public void Calculate_CriticalHit_DoublesDamage()
{
var result = _calculator.Calculate(100f, 2f);
Assert.Equal(200f, result);
}
[Theory]
[InlineData(100f, 0.5f, 50f)]
[InlineData(100f, 1.5f, 150f)]
[InlineData(50f, 2f, 100f)]
public void Calculate_Parameterized_ReturnsExpected(
float baseDamage, float multiplier, float expected)
{
var result = _calculator.Calculate(baseDamage, multiplier);
Assert.Equal(expected, result);
}
}
```
### Testing Godot Nodes in C#
For tests requiring Godot runtime, use a hybrid approach:
```csharp
// tests/csharp/PlayerControllerTests.cs
using Godot;
using Xunit;
using YourGame.Player;
public class PlayerControllerTests : IDisposable
{
private readonly SceneTree _sceneTree;
private PlayerController _player;
public PlayerControllerTests()
{
// These tests must run within Godot runtime
// Use GodotXUnit or similar adapter
}
[GodotFact] // Custom attribute for Godot runtime tests
public async Task Player_Move_ChangesPosition()
{
var startPos = _player.GlobalPosition;
_player.SetInput(new Vector2(1, 0));
await ToSignal(GetTree().CreateTimer(0.5f), "timeout");
Assert.True(_player.GlobalPosition.X > startPos.X);
}
public void Dispose()
{
_player?.QueueFree();
}
}
```
### C# Mocking with NSubstitute
```csharp
using NSubstitute;
using Xunit;
public class EnemyAITests
{
[Fact]
public void Enemy_UsesPathfinding_WhenMoving()
{
var mockPathfinding = Substitute.For<IPathfinding>();
mockPathfinding.FindPath(Arg.Any<Vector2>(), Arg.Any<Vector2>())
.Returns(new[] { Vector2.Zero, new Vector2(10, 10) });
var enemy = new EnemyAI(mockPathfinding);
enemy.MoveTo(new Vector2(10, 10));
mockPathfinding.Received().FindPath(
Arg.Any<Vector2>(),
Arg.Is<Vector2>(v => v == new Vector2(10, 10)));
}
}
```
### Running C# Tests
```bash
# Run C# unit tests (no Godot runtime needed)
dotnet test tests/csharp/Tests.csproj
# Run with coverage
dotnet test tests/csharp/Tests.csproj --collect:"XPlat Code Coverage"
# Run specific test
dotnet test tests/csharp/Tests.csproj --filter "FullyQualifiedName~DamageCalculator"
```
### Hybrid Test Strategy
| Test Type | Framework | When to Use |
| ------------- | ---------------- | ---------------------------------- |
| Pure logic | xUnit/NUnit (C#) | Classes without Godot dependencies |
| Node behavior | GUT (GDScript) | MonoBehaviour-like testing |
| Integration | GUT (GDScript) | Scene and signal testing |
| E2E | GUT (GDScript) | Full gameplay flows |
## End-to-End Testing
For comprehensive E2E testing patterns, infrastructure scaffolding, and
scenario builders, see **knowledge/e2e-testing.md**.
### E2E Infrastructure for Godot
#### GameE2ETestFixture (GDScript)
```gdscript
# tests/e2e/infrastructure/game_e2e_test_fixture.gd
extends GutTest
class_name GameE2ETestFixture
var game_state: GameStateManager
var input_sim: InputSimulator
var scenario: ScenarioBuilder
var _scene_instance: Node
## Override to specify a different scene for specific test classes.
func get_scene_path() -> String:
return "res://scenes/game.tscn"
func before_each():
# Load game scene
var scene = load(get_scene_path())
_scene_instance = scene.instantiate()
add_child(_scene_instance)
# Get references
game_state = _scene_instance.get_node("GameStateManager")
assert_not_null(game_state, "GameStateManager not found in scene")
input_sim = InputSimulator.new()
scenario = ScenarioBuilder.new(game_state)
# Wait for ready
await wait_for_game_ready()
func after_each():
if _scene_instance:
_scene_instance.queue_free()
_scene_instance = null
input_sim = null
scenario = null
func wait_for_game_ready(timeout: float = 10.0):
var elapsed = 0.0
while not game_state.is_ready and elapsed < timeout:
await get_tree().process_frame
elapsed += get_process_delta_time()
assert_true(game_state.is_ready, "Game should be ready within timeout")
```
#### ScenarioBuilder (GDScript)
```gdscript
# tests/e2e/infrastructure/scenario_builder.gd
extends RefCounted
class_name ScenarioBuilder
var _game_state: GameStateManager
var _setup_actions: Array[Callable] = []
func _init(game_state: GameStateManager):
_game_state = game_state
## Load a pre-configured scenario from a save file.
func from_save_file(file_name: String) -> ScenarioBuilder:
_setup_actions.append(func(): await _load_save_file(file_name))
return self
## Configure the current turn number.
func on_turn(turn_number: int) -> ScenarioBuilder:
_setup_actions.append(func(): _set_turn(turn_number))
return self
## Spawn a unit at position.
func with_unit(faction: int, position: Vector2, movement_points: int = 6) -> ScenarioBuilder:
_setup_actions.append(func(): await _spawn_unit(faction, position, movement_points))
return self
## Execute all configured setup actions.
func build() -> void:
for action in _setup_actions:
await action.call()
_setup_actions.clear()
## Clear pending actions without executing.
func reset() -> void:
_setup_actions.clear()
# Private implementation
func _load_save_file(file_name: String) -> void:
var path = "res://tests/e2e/test_data/%s" % file_name
await _game_state.load_game(path)
func _set_turn(turn: int) -> void:
_game_state.set_turn_number(turn)
func _spawn_unit(faction: int, pos: Vector2, mp: int) -> void:
var unit = _game_state.spawn_unit(faction, pos)
unit.movement_points = mp
```
#### InputSimulator (GDScript)
```gdscript
# tests/e2e/infrastructure/input_simulator.gd
extends RefCounted
class_name InputSimulator
## Click at a world position.
func click_world_position(world_pos: Vector2) -> void:
var viewport = Engine.get_main_loop().root.get_viewport()
var camera = viewport.get_camera_2d()
var screen_pos = camera.get_screen_center_position() + (world_pos - camera.global_position)
await click_screen_position(screen_pos)
## Click at a screen position.
func click_screen_position(screen_pos: Vector2) -> void:
var press = InputEventMouseButton.new()
press.button_index = MOUSE_BUTTON_LEFT
press.pressed = true
press.position = screen_pos
var release = InputEventMouseButton.new()
release.button_index = MOUSE_BUTTON_LEFT
release.pressed = false
release.position = screen_pos
Input.parse_input_event(press)
await Engine.get_main_loop().process_frame
Input.parse_input_event(release)
await Engine.get_main_loop().process_frame
## Click a UI button by name.
func click_button(button_name: String) -> void:
var root = Engine.get_main_loop().root
var button = _find_button_recursive(root, button_name)
assert(button != null, "Button '%s' not found in scene tree" % button_name)
if not button.visible:
push_warning("[InputSimulator] Button '%s' is not visible" % button_name)
if button.disabled:
push_warning("[InputSimulator] Button '%s' is disabled" % button_name)
button.pressed.emit()
await Engine.get_main_loop().process_frame
func _find_button_recursive(node: Node, button_name: String) -> Button:
if node is Button and node.name == button_name:
return node
for child in node.get_children():
var found = _find_button_recursive(child, button_name)
if found:
return found
return null
## Press and release a key.
func press_key(keycode: Key) -> void:
var press = InputEventKey.new()
press.keycode = keycode
press.pressed = true
var release = InputEventKey.new()
release.keycode = keycode
release.pressed = false
Input.parse_input_event(press)
await Engine.get_main_loop().process_frame
Input.parse_input_event(release)
await Engine.get_main_loop().process_frame
## Simulate an input action.
func action_press(action_name: String) -> void:
Input.action_press(action_name)
await Engine.get_main_loop().process_frame
func action_release(action_name: String) -> void:
Input.action_release(action_name)
await Engine.get_main_loop().process_frame
## Reset all input state.
func reset() -> void:
Input.flush_buffered_events()
```
#### AsyncAssert (GDScript)
```gdscript
# tests/e2e/infrastructure/async_assert.gd
extends RefCounted
class_name AsyncAssert
## Wait until condition is true, or fail after timeout.
static func wait_until(
condition: Callable,
description: String,
timeout: float = 5.0
) -> void:
var elapsed := 0.0
while not condition.call() and elapsed < timeout:
await Engine.get_main_loop().process_frame
elapsed += Engine.get_main_loop().root.get_process_delta_time()
assert(condition.call(),
"Timeout after %.1fs waiting for: %s" % [timeout, description])
## Wait for a value to equal expected.
static func wait_for_value(
getter: Callable,
expected: Variant,
description: String,
timeout: float = 5.0
) -> void:
await wait_until(
func(): return getter.call() == expected,
"%s to equal '%s' (current: '%s')" % [description, expected, getter.call()],
timeout)
## Wait for a float value within tolerance.
static func wait_for_value_approx(
getter: Callable,
expected: float,
description: String,
tolerance: float = 0.0001,
timeout: float = 5.0
) -> void:
await wait_until(
func(): return absf(expected - getter.call()) < tolerance,
"%s to equal ~%s ±%s (current: %s)" % [description, expected, tolerance, getter.call()],
timeout)
## Assert that condition does NOT become true within duration.
static func assert_never_true(
condition: Callable,
description: String,
duration: float = 1.0
) -> void:
var elapsed := 0.0
while elapsed < duration:
assert(not condition.call(),
"Condition unexpectedly became true: %s" % description)
await Engine.get_main_loop().process_frame
elapsed += Engine.get_main_loop().root.get_process_delta_time()
## Wait for specified number of frames.
static func wait_frames(count: int) -> void:
for i in range(count):
await Engine.get_main_loop().process_frame
## Wait for physics to settle.
static func wait_for_physics(frames: int = 3) -> void:
for i in range(frames):
await Engine.get_main_loop().root.get_tree().physics_frame
```
### Example E2E Test (GDScript)
```gdscript
# tests/e2e/scenarios/test_combat_flow.gd
extends GameE2ETestFixture
func test_player_can_attack_enemy():
# GIVEN: Player and enemy in combat range
await scenario \
.with_unit(Faction.PLAYER, Vector2(100, 100)) \
.with_unit(Faction.ENEMY, Vector2(150, 100)) \
.build()
var enemy = game_state.get_units(Faction.ENEMY)[0]
var initial_health = enemy.health
# WHEN: Player attacks
await input_sim.click_world_position(Vector2(100, 100)) # Select player
await AsyncAssert.wait_until(
func(): return game_state.selected_unit != null,
"Unit should be selected")
await input_sim.click_world_position(Vector2(150, 100)) # Attack enemy
# THEN: Enemy takes damage
await AsyncAssert.wait_until(
func(): return enemy.health < initial_health,
"Enemy should take damage")
func test_turn_cycle_completes():
# GIVEN: Game in progress
await scenario.on_turn(1).build()
var starting_turn = game_state.turn_number
# WHEN: Player ends turn
await input_sim.click_button("EndTurnButton")
await AsyncAssert.wait_until(
func(): return game_state.current_faction == Faction.ENEMY,
"Should switch to enemy turn")
# AND: Enemy turn completes
await AsyncAssert.wait_until(
func(): return game_state.current_faction == Faction.PLAYER,
"Should return to player turn",
30.0) # AI might take a while
# THEN: Turn number incremented
assert_eq(game_state.turn_number, starting_turn + 1)
```
### Quick E2E Checklist for Godot
- [ ] Create `GameE2ETestFixture` base class extending GutTest
- [ ] Implement `ScenarioBuilder` for your game's domain
- [ ] Create `InputSimulator` wrapping Godot Input
- [ ] Add `AsyncAssert` utilities with proper await
- [ ] Organize E2E tests under `tests/e2e/scenarios/`
- [ ] Configure GUT to include E2E test directory
- [ ] Set up CI with headless Godot execution

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@ -381,3 +381,17 @@ test:
| NullReferenceException | Missing Setup | Ensure [SetUp] initializes all fields |
| Tests hang | Infinite coroutine | Add timeout or max iterations |
| Flaky physics tests | Timing dependent | Use WaitForFixedUpdate, increase tolerance |
## End-to-End Testing
For comprehensive E2E testing patterns, infrastructure scaffolding, and
scenario builders, see **knowledge/e2e-testing.md**.
### Quick E2E Checklist for Unity
- [ ] Create `GameE2ETestFixture` base class
- [ ] Implement `ScenarioBuilder` for your game's domain
- [ ] Create `InputSimulator` wrapping Input System
- [ ] Add `AsyncAssert` utilities
- [ ] Organize E2E tests under `Tests/PlayMode/E2E/`
- [ ] Configure separate CI job for E2E suite

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@ -15,3 +15,4 @@ localization-testing,Localization Testing,"Text, audio, and cultural validation
certification-testing,Platform Certification,"Console TRC/XR requirements and certification testing","certification,console,trc,xr",knowledge/certification-testing.md
smoke-testing,Smoke Testing,"Critical path validation for build verification","smoke-tests,bvt,ci",knowledge/smoke-testing.md
test-priorities,Test Priorities Matrix,"P0-P3 criteria, coverage targets, execution ordering for games","prioritization,risk,coverage",knowledge/test-priorities.md
e2e-testing,End-to-End Testing,"Complete player journey testing with infrastructure patterns and async utilities","e2e,integration,player-journeys,scenarios,infrastructure",knowledge/e2e-testing.md

1 id name description tags fragment_file
15 certification-testing Platform Certification Console TRC/XR requirements and certification testing certification,console,trc,xr knowledge/certification-testing.md
16 smoke-testing Smoke Testing Critical path validation for build verification smoke-tests,bvt,ci knowledge/smoke-testing.md
17 test-priorities Test Priorities Matrix P0-P3 criteria, coverage targets, execution ordering for games prioritization,risk,coverage knowledge/test-priorities.md
18 e2e-testing End-to-End Testing Complete player journey testing with infrastructure patterns and async utilities e2e,integration,player-journeys,scenarios,infrastructure knowledge/e2e-testing.md

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@ -209,6 +209,87 @@ func test_{feature}_integration():
# Cleanup
scene.queue_free()
```
### E2E Journey Tests
**Knowledge Base Reference**: `knowledge/e2e-testing.md`
```csharp
public class {Feature}E2ETests : GameE2ETestFixture
{
[UnityTest]
public IEnumerator {JourneyName}_Succeeds()
{
// GIVEN
yield return Scenario
.{SetupMethod1}()
.{SetupMethod2}()
.Build();
// WHEN
yield return Input.{Action1}();
yield return AsyncAssert.WaitUntil(
() => {Condition1}, "{Description1}");
yield return Input.{Action2}();
// THEN
yield return AsyncAssert.WaitUntil(
() => {FinalCondition}, "{FinalDescription}");
Assert.{Assertion}({expected}, {actual});
}
}
```
## Step 3.5: Generate E2E Infrastructure
Before generating E2E tests, scaffold the required infrastructure.
### Infrastructure Checklist
1. **Test Fixture Base Class**
- Scene loading/unloading
- Game ready state waiting
- Common service access
- Cleanup guarantees
2. **Scenario Builder**
- Fluent API for game state configuration
- Domain-specific methods (e.g., `WithUnit`, `OnTurn`)
- Yields for state propagation
3. **Input Simulator**
- Click/drag abstractions
- Button press simulation
- Keyboard input queuing
4. **Async Assertions**
- `WaitUntil` with timeout and message
- `WaitForEvent` for event-driven flows
- `WaitForState` for state machine transitions
### Generation Template
```csharp
// GameE2ETestFixture.cs
public abstract class GameE2ETestFixture
{
protected {GameStateClass} GameState;
protected {InputSimulatorClass} Input;
protected {ScenarioBuilderClass} Scenario;
[UnitySetUp]
public IEnumerator BaseSetUp()
{
yield return LoadScene("{main_scene}");
GameState = Object.FindFirstObjectByType<{GameStateClass}>();
Input = new {InputSimulatorClass}();
Scenario = new {ScenarioBuilderClass}(GameState);
yield return WaitForReady();
}
// ... (fill from e2e-testing.md patterns)
}
```
**After scaffolding infrastructure, proceed to generate actual E2E tests.**
---

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@ -0,0 +1,95 @@
# E2E Infrastructure Scaffold Checklist
## Preflight Validation
- [ ] Test framework already initialized (`Tests/` directory exists with proper structure)
- [ ] Game state manager class identified
- [ ] Main gameplay scene identified and loads without errors
- [ ] No existing E2E infrastructure conflicts
## Architecture Analysis
- [ ] Game engine correctly detected
- [ ] Engine version identified
- [ ] Input system type determined (New Input System, Legacy, Custom)
- [ ] Game state manager class located
- [ ] Ready/initialized state property identified
- [ ] Key domain entities catalogued for ScenarioBuilder
## Generated Files
### Directory Structure
- [ ] `Tests/PlayMode/E2E/` directory created
- [ ] `Tests/PlayMode/E2E/Infrastructure/` directory created
- [ ] `Tests/PlayMode/E2E/Scenarios/` directory created
- [ ] `Tests/PlayMode/E2E/TestData/` directory created
### Infrastructure Files
- [ ] `E2E.asmdef` created with correct assembly references
- [ ] `GameE2ETestFixture.cs` created with correct class references
- [ ] `ScenarioBuilder.cs` created with at least placeholder methods
- [ ] `InputSimulator.cs` created matching detected input system
- [ ] `AsyncAssert.cs` created with core assertion methods
### Example and Documentation
- [ ] `ExampleE2ETest.cs` created with working infrastructure test
- [ ] `README.md` created with usage documentation
## Code Quality
### GameE2ETestFixture
- [ ] Correct namespace applied
- [ ] Correct `GameStateClass` reference
- [ ] Correct `SceneName` default
- [ ] `WaitForGameReady` uses correct ready property
- [ ] `UnitySetUp` and `UnityTearDown` properly structured
- [ ] Virtual methods for derived class customization
### ScenarioBuilder
- [ ] Fluent API pattern correctly implemented
- [ ] `Build()` executes all queued actions
- [ ] At least one domain-specific method added (or clear TODOs)
- [ ] `FromSaveFile` method scaffolded
### InputSimulator
- [ ] Matches detected input system (New vs Legacy)
- [ ] Mouse click simulation works
- [ ] Button click by name works
- [ ] Keyboard input scaffolded
- [ ] `Reset()` method cleans up state
### AsyncAssert
- [ ] `WaitUntil` includes timeout and descriptive failure
- [ ] `WaitForValue` provides current vs expected in failure
- [ ] `AssertNeverTrue` for negative assertions
- [ ] Frame/physics wait utilities included
## Assembly Definition
- [ ] References main game assembly
- [ ] References Unity.InputSystem (if applicable)
- [ ] `overrideReferences` set to true
- [ ] `precompiledReferences` includes nunit.framework.dll
- [ ] `precompiledReferences` includes UnityEngine.TestRunner.dll
- [ ] `precompiledReferences` includes UnityEditor.TestRunner.dll
- [ ] `UNITY_INCLUDE_TESTS` define constraint set
## Verification
- [ ] Project compiles without errors after scaffold
- [ ] `ExampleE2ETests.Infrastructure_GameLoadsAndReachesReadyState` passes
- [ ] Test appears in Test Runner under PlayMode → E2E category
## Documentation Quality
- [ ] README explains all infrastructure components
- [ ] Quick start example is copy-pasteable
- [ ] Extension instructions are clear
- [ ] Troubleshooting table addresses common issues
## Handoff
- [ ] Summary output provided with all configuration values
- [ ] Next steps clearly listed
- [ ] Customization requirements highlighted
- [ ] Knowledge fragments referenced

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# E2E Test Infrastructure Scaffold Workflow
workflow:
id: e2e-scaffold
name: E2E Test Infrastructure Scaffold
version: 1.0
module: bmgd
agent: game-qa
description: |
Scaffold complete E2E testing infrastructure for an existing game project.
Creates test fixtures, scenario builders, input simulators, and async
assertion utilities tailored to the project's architecture.
triggers:
- "ES"
- "e2e-scaffold"
- "scaffold e2e"
- "e2e infrastructure"
- "setup e2e"
preflight:
- "Test framework initialized (run `test-framework` workflow first)"
- "Game has identifiable state manager"
- "Main gameplay scene exists"
# Paths are relative to this workflow file's location
knowledge_fragments:
- "../../../gametest/knowledge/e2e-testing.md"
- "../../../gametest/knowledge/unity-testing.md"
- "../../../gametest/knowledge/unreal-testing.md"
- "../../../gametest/knowledge/godot-testing.md"
inputs:
game_state_class:
description: "Primary game state manager class name"
required: true
example: "GameStateManager"
main_scene:
description: "Scene name where core gameplay occurs"
required: true
example: "GameScene"
input_system:
description: "Input system in use"
required: false
default: "auto-detect"
options:
- "unity-input-system"
- "unity-legacy"
- "unreal-enhanced"
- "godot-input"
- "custom"
# Output paths vary by engine. Generate files matching detected engine.
outputs:
unity:
condition: "engine == 'unity'"
infrastructure_files:
description: "Generated E2E infrastructure classes"
files:
- "Tests/PlayMode/E2E/Infrastructure/GameE2ETestFixture.cs"
- "Tests/PlayMode/E2E/Infrastructure/ScenarioBuilder.cs"
- "Tests/PlayMode/E2E/Infrastructure/InputSimulator.cs"
- "Tests/PlayMode/E2E/Infrastructure/AsyncAssert.cs"
assembly_definition:
description: "E2E test assembly configuration"
files:
- "Tests/PlayMode/E2E/E2E.asmdef"
example_test:
description: "Working example E2E test"
files:
- "Tests/PlayMode/E2E/ExampleE2ETest.cs"
documentation:
description: "E2E testing README"
files:
- "Tests/PlayMode/E2E/README.md"
unreal:
condition: "engine == 'unreal'"
infrastructure_files:
description: "Generated E2E infrastructure classes"
files:
- "Source/{ProjectName}/Tests/E2E/GameE2ETestBase.h"
- "Source/{ProjectName}/Tests/E2E/GameE2ETestBase.cpp"
- "Source/{ProjectName}/Tests/E2E/ScenarioBuilder.h"
- "Source/{ProjectName}/Tests/E2E/ScenarioBuilder.cpp"
- "Source/{ProjectName}/Tests/E2E/InputSimulator.h"
- "Source/{ProjectName}/Tests/E2E/InputSimulator.cpp"
- "Source/{ProjectName}/Tests/E2E/AsyncAssert.h"
build_configuration:
description: "E2E test build configuration"
files:
- "Source/{ProjectName}/Tests/E2E/{ProjectName}E2ETests.Build.cs"
example_test:
description: "Working example E2E test"
files:
- "Source/{ProjectName}/Tests/E2E/ExampleE2ETest.cpp"
documentation:
description: "E2E testing README"
files:
- "Source/{ProjectName}/Tests/E2E/README.md"
godot:
condition: "engine == 'godot'"
infrastructure_files:
description: "Generated E2E infrastructure classes"
files:
- "tests/e2e/infrastructure/game_e2e_test_fixture.gd"
- "tests/e2e/infrastructure/scenario_builder.gd"
- "tests/e2e/infrastructure/input_simulator.gd"
- "tests/e2e/infrastructure/async_assert.gd"
example_test:
description: "Working example E2E test"
files:
- "tests/e2e/scenarios/example_e2e_test.gd"
documentation:
description: "E2E testing README"
files:
- "tests/e2e/README.md"
steps:
- id: analyze
name: "Analyze Game Architecture"
instruction_file: "instructions.md#step-1-analyze-game-architecture"
- id: scaffold
name: "Generate Infrastructure"
instruction_file: "instructions.md#step-2-generate-infrastructure"
- id: example
name: "Generate Example Test"
instruction_file: "instructions.md#step-3-generate-example-test"
- id: document
name: "Generate Documentation"
instruction_file: "instructions.md#step-4-generate-documentation"
- id: complete
name: "Output Summary"
instruction_file: "instructions.md#step-5-output-summary"
validation:
checklist: "checklist.md"

View File

@ -91,6 +91,18 @@ Create comprehensive test scenarios for game projects, covering gameplay mechani
| Performance | FPS, loading times | P1 |
| Accessibility | Assist features | P1 |
### E2E Journey Testing
**Knowledge Base Reference**: `knowledge/e2e-testing.md`
| Category | Focus | Priority |
|----------|-------|----------|
| Core Loop | Complete gameplay cycle | P0 |
| Turn Lifecycle | Full turn from start to end | P0 |
| Save/Load Round-trip | Save → quit → load → resume | P0 |
| Scene Transitions | Menu → Game → Back | P1 |
| Win/Lose Paths | Victory and defeat conditions | P1 |
---
## Step 3: Create Test Scenarios
@ -153,6 +165,39 @@ SCENARIO: Gameplay Under High Latency
CATEGORY: multiplayer
```
### E2E Scenario Format
For player journey tests, use this extended format:
```
E2E SCENARIO: [Player Journey Name]
GIVEN [Initial game state - use ScenarioBuilder terms]
WHEN [Sequence of player actions]
THEN [Observable outcomes]
TIMEOUT: [Expected max duration in seconds]
PRIORITY: P0/P1
CATEGORY: e2e
INFRASTRUCTURE: [Required fixtures/builders]
```
### Example E2E Scenario
```
E2E SCENARIO: Complete Combat Encounter
GIVEN game loaded with player unit adjacent to enemy
AND player unit has full health and actions
WHEN player selects unit
AND player clicks attack on enemy
AND player confirms attack
AND attack animation completes
AND enemy responds (if alive)
THEN enemy health is reduced OR enemy is defeated
AND turn state advances appropriately
AND UI reflects new state
TIMEOUT: 15
PRIORITY: P0
CATEGORY: e2e
INFRASTRUCTURE: ScenarioBuilder, InputSimulator, AsyncAssert
```
---
## Step 4: Prioritize Test Coverage
@ -161,12 +206,12 @@ SCENARIO: Gameplay Under High Latency
**Knowledge Base Reference**: `knowledge/test-priorities.md`
| Priority | Criteria | Coverage Target |
| -------- | ---------------------------- | --------------- |
| P0 | Ship blockers, certification | 100% automated |
| P1 | Major features, common paths | 80% automated |
| P2 | Secondary features | 60% automated |
| P3 | Edge cases, polish | Manual only |
| Priority | Criteria | Unit | Integration | E2E | Manual |
|----------|----------|------|-------------|-----|--------|
| P0 | Ship blockers | 100% | 80% | Core flows | Smoke |
| P1 | Major features | 90% | 70% | Happy paths | Full |
| P2 | Secondary | 80% | 50% | - | Targeted |
| P3 | Edge cases | 60% | - | - | As needed |
### Risk-Based Ordering

View File

@ -33,7 +33,7 @@ agent:
menu:
- trigger: WS or fuzzy match on workflow-status
workflow: "{project-root}/_bmad/bmm/workflows/workflow-status/workflow.yaml"
description: "[WS] Get workflow status or initialize a workflow if not already done (optional)"
description: "[WS] Start here or resume - show workflow status and next best step"
- trigger: TF or fuzzy match on test-framework
workflow: "{project-root}/_bmad/bmm/workflows/testarch/framework/workflow.yaml"

View File

@ -121,6 +121,8 @@ Parse these fields from YAML comments and metadata:
- {{workflow_name}} ({{agent}}) - {{status}}
{{/each}}
{{/if}}
**Tip:** For guardrail tests, run TEA `*automate` after `dev-story`. If you lose context, TEA workflows resume from artifacts in `{{output_folder}}`.
</output>
</step>

View File

@ -3,7 +3,7 @@ const path = require('node:path');
const fs = require('node:fs');
// Fix for stdin issues when running through npm on Windows
// Ensures keyboard interaction works properly with inquirer prompts
// Ensures keyboard interaction works properly with CLI prompts
if (process.stdin.isTTY) {
try {
process.stdin.resume();

View File

@ -71,14 +71,10 @@ module.exports = {
console.log(chalk.dim(' • ElevenLabs AI (150+ premium voices)'));
console.log(chalk.dim(' • Piper TTS (50+ free voices)\n'));
const { default: inquirer } = await import('inquirer');
await inquirer.prompt([
{
type: 'input',
name: 'continue',
message: chalk.green('Press Enter to start AgentVibes installer...'),
},
]);
const prompts = require('../lib/prompts');
await prompts.text({
message: chalk.green('Press Enter to start AgentVibes installer...'),
});
console.log('');

View File

@ -4,15 +4,7 @@ const yaml = require('yaml');
const chalk = require('chalk');
const { getProjectRoot, getModulePath } = require('../../../lib/project-root');
const { CLIUtils } = require('../../../lib/cli-utils');
// Lazy-load inquirer (ESM module) to avoid ERR_REQUIRE_ESM
let _inquirer = null;
async function getInquirer() {
if (!_inquirer) {
_inquirer = (await import('inquirer')).default;
}
return _inquirer;
}
const prompts = require('../../../lib/prompts');
class ConfigCollector {
constructor() {
@ -183,7 +175,6 @@ class ConfigCollector {
* @returns {boolean} True if new fields were prompted, false if all fields existed
*/
async collectModuleConfigQuick(moduleName, projectDir, silentMode = true) {
const inquirer = await getInquirer();
this.currentProjectDir = projectDir;
// Load existing config if not already loaded
@ -359,7 +350,7 @@ class ConfigCollector {
// Only show header if we actually have questions
CLIUtils.displayModuleConfigHeader(moduleName, moduleConfig.header, moduleConfig.subheader);
console.log(); // Line break before questions
const promptedAnswers = await inquirer.prompt(questions);
const promptedAnswers = await prompts.prompt(questions);
// Merge prompted answers with static answers
Object.assign(allAnswers, promptedAnswers);
@ -502,7 +493,6 @@ class ConfigCollector {
* @param {boolean} skipCompletion - Skip showing completion message (for early core collection)
*/
async collectModuleConfig(moduleName, projectDir, skipLoadExisting = false, skipCompletion = false) {
const inquirer = await getInquirer();
this.currentProjectDir = projectDir;
// Load existing config if needed and not already loaded
if (!skipLoadExisting && !this.existingConfig) {
@ -597,7 +587,7 @@ class ConfigCollector {
console.log(chalk.cyan('?') + ' ' + chalk.magenta(moduleDisplayName));
let customize = true;
if (moduleName !== 'core') {
const customizeAnswer = await inquirer.prompt([
const customizeAnswer = await prompts.prompt([
{
type: 'confirm',
name: 'customize',
@ -614,7 +604,7 @@ class ConfigCollector {
if (questionsWithoutDefaults.length > 0) {
console.log(chalk.dim(`\n Asking required questions for ${moduleName.toUpperCase()}...`));
const promptedAnswers = await inquirer.prompt(questionsWithoutDefaults);
const promptedAnswers = await prompts.prompt(questionsWithoutDefaults);
Object.assign(allAnswers, promptedAnswers);
}
@ -628,7 +618,7 @@ class ConfigCollector {
allAnswers[question.name] = question.default;
}
} else {
const promptedAnswers = await inquirer.prompt(questions);
const promptedAnswers = await prompts.prompt(questions);
Object.assign(allAnswers, promptedAnswers);
}
}
@ -750,7 +740,7 @@ class ConfigCollector {
console.log(chalk.cyan('?') + ' ' + chalk.magenta(moduleDisplayName));
// Ask user if they want to accept defaults or customize on the next line
const { customize } = await inquirer.prompt([
const { customize } = await prompts.prompt([
{
type: 'confirm',
name: 'customize',
@ -845,7 +835,7 @@ class ConfigCollector {
}
/**
* Build an inquirer question from a config item
* Build a prompt question from a config item
* @param {string} moduleName - Module name
* @param {string} key - Config key
* @param {Object} item - Config item definition
@ -1007,7 +997,7 @@ class ConfigCollector {
message: message,
};
// Set default - if it's dynamic, use a function that inquirer will evaluate with current answers
// Set default - if it's dynamic, use a function that the prompt will evaluate with current answers
// But if we have an existing value, always use that instead
if (existingValue !== null && existingValue !== undefined && questionType !== 'list') {
question.default = existingValue;

View File

@ -16,6 +16,7 @@ const { CLIUtils } = require('../../../lib/cli-utils');
const { ManifestGenerator } = require('./manifest-generator');
const { IdeConfigManager } = require('./ide-config-manager');
const { CustomHandler } = require('../custom/handler');
const prompts = require('../../../lib/prompts');
// BMAD installation folder name - this is constant and should never change
const BMAD_FOLDER_NAME = '_bmad';
@ -758,6 +759,9 @@ class Installer {
config.skipIde = toolSelection.skipIde;
const ideConfigurations = toolSelection.configurations;
// Add spacing after prompts before installation progress
console.log('');
if (spinner.isSpinning) {
spinner.text = 'Continuing installation...';
} else {
@ -2139,15 +2143,11 @@ class Installer {
* Private: Prompt for update action
*/
async promptUpdateAction() {
const { default: inquirer } = await import('inquirer');
return await inquirer.prompt([
{
type: 'list',
name: 'action',
message: 'What would you like to do?',
choices: [{ name: 'Update existing installation', value: 'update' }],
},
]);
const action = await prompts.select({
message: 'What would you like to do?',
choices: [{ name: 'Update existing installation', value: 'update' }],
});
return { action };
}
/**
@ -2156,8 +2156,6 @@ class Installer {
* @param {Object} _legacyV4 - Legacy V4 detection result (unused in simplified version)
*/
async handleLegacyV4Migration(_projectDir, _legacyV4) {
const { default: inquirer } = await import('inquirer');
console.log('');
console.log(chalk.yellow.bold('⚠️ Legacy BMAD v4 detected'));
console.log(chalk.yellow('─'.repeat(80)));
@ -2172,26 +2170,22 @@ class Installer {
console.log(chalk.dim('If your v4 installation set up rules or commands, you should remove those as well.'));
console.log('');
const { proceed } = await inquirer.prompt([
{
type: 'list',
name: 'proceed',
message: 'What would you like to do?',
choices: [
{
name: 'Exit and clean up manually (recommended)',
value: 'exit',
short: 'Exit installation',
},
{
name: 'Continue with installation anyway',
value: 'continue',
short: 'Continue',
},
],
default: 'exit',
},
]);
const proceed = await prompts.select({
message: 'What would you like to do?',
choices: [
{
name: 'Exit and clean up manually (recommended)',
value: 'exit',
hint: 'Exit installation',
},
{
name: 'Continue with installation anyway',
value: 'continue',
hint: 'Continue',
},
],
default: 'exit',
});
if (proceed === 'exit') {
console.log('');
@ -2437,7 +2431,6 @@ class Installer {
console.log(chalk.yellow(`\n⚠️ Found ${customModulesWithMissingSources.length} custom module(s) with missing sources:`));
const { default: inquirer } = await import('inquirer');
let keptCount = 0;
let updatedCount = 0;
let removedCount = 0;
@ -2451,12 +2444,12 @@ class Installer {
{
name: 'Keep installed (will not be processed)',
value: 'keep',
short: 'Keep',
hint: 'Keep',
},
{
name: 'Specify new source location',
value: 'update',
short: 'Update',
hint: 'Update',
},
];
@ -2465,47 +2458,40 @@ class Installer {
choices.push({
name: '⚠️ REMOVE module completely (destructive!)',
value: 'remove',
short: 'Remove',
hint: 'Remove',
});
}
const { action } = await inquirer.prompt([
{
type: 'list',
name: 'action',
message: `How would you like to handle "${missing.name}"?`,
choices,
},
]);
const action = await prompts.select({
message: `How would you like to handle "${missing.name}"?`,
choices,
});
switch (action) {
case 'update': {
const { newSourcePath } = await inquirer.prompt([
{
type: 'input',
name: 'newSourcePath',
message: 'Enter the new path to the custom module:',
default: missing.sourcePath,
validate: async (input) => {
if (!input || input.trim() === '') {
return 'Please enter a path';
}
const expandedPath = path.resolve(input.trim());
if (!(await fs.pathExists(expandedPath))) {
return 'Path does not exist';
}
// Check if it looks like a valid module
const moduleYamlPath = path.join(expandedPath, 'module.yaml');
const agentsPath = path.join(expandedPath, 'agents');
const workflowsPath = path.join(expandedPath, 'workflows');
// Use sync validation because @clack/prompts doesn't support async validate
const newSourcePath = await prompts.text({
message: 'Enter the new path to the custom module:',
default: missing.sourcePath,
validate: (input) => {
if (!input || input.trim() === '') {
return 'Please enter a path';
}
const expandedPath = path.resolve(input.trim());
if (!fs.pathExistsSync(expandedPath)) {
return 'Path does not exist';
}
// Check if it looks like a valid module
const moduleYamlPath = path.join(expandedPath, 'module.yaml');
const agentsPath = path.join(expandedPath, 'agents');
const workflowsPath = path.join(expandedPath, 'workflows');
if (!(await fs.pathExists(moduleYamlPath)) && !(await fs.pathExists(agentsPath)) && !(await fs.pathExists(workflowsPath))) {
return 'Path does not appear to contain a valid custom module';
}
return true;
},
if (!fs.pathExistsSync(moduleYamlPath) && !fs.pathExistsSync(agentsPath) && !fs.pathExistsSync(workflowsPath)) {
return 'Path does not appear to contain a valid custom module';
}
return; // clack expects undefined for valid input
},
]);
});
// Update the source in manifest
const resolvedPath = path.resolve(newSourcePath.trim());
@ -2531,46 +2517,38 @@ class Installer {
console.log(chalk.red.bold(`\n⚠️ WARNING: This will PERMANENTLY DELETE "${missing.name}" and all its files!`));
console.log(chalk.red(` Module location: ${path.join(bmadDir, missing.id)}`));
const { confirm } = await inquirer.prompt([
{
type: 'confirm',
name: 'confirm',
message: chalk.red.bold('Are you absolutely sure you want to delete this module?'),
default: false,
},
]);
const confirmDelete = await prompts.confirm({
message: chalk.red.bold('Are you absolutely sure you want to delete this module?'),
default: false,
});
if (confirm) {
const { typedConfirm } = await inquirer.prompt([
{
type: 'input',
name: 'typedConfirm',
message: chalk.red.bold('Type "DELETE" to confirm permanent deletion:'),
validate: (input) => {
if (input !== 'DELETE') {
return chalk.red('You must type "DELETE" exactly to proceed');
}
return true;
},
if (confirmDelete) {
const typedConfirm = await prompts.text({
message: chalk.red.bold('Type "DELETE" to confirm permanent deletion:'),
validate: (input) => {
if (input !== 'DELETE') {
return chalk.red('You must type "DELETE" exactly to proceed');
}
return; // clack expects undefined for valid input
},
]);
});
if (typedConfirm === 'DELETE') {
// Remove the module from filesystem and manifest
const modulePath = path.join(bmadDir, moduleId);
const modulePath = path.join(bmadDir, missing.id);
if (await fs.pathExists(modulePath)) {
const fsExtra = require('fs-extra');
await fsExtra.remove(modulePath);
console.log(chalk.yellow(` ✓ Deleted module directory: ${path.relative(projectRoot, modulePath)}`));
}
await this.manifest.removeModule(bmadDir, moduleId);
await this.manifest.removeCustomModule(bmadDir, moduleId);
await this.manifest.removeModule(bmadDir, missing.id);
await this.manifest.removeCustomModule(bmadDir, missing.id);
console.log(chalk.yellow(` ✓ Removed from manifest`));
// Also remove from installedModules list
if (installedModules && installedModules.includes(moduleId)) {
const index = installedModules.indexOf(moduleId);
if (installedModules && installedModules.includes(missing.id)) {
const index = installedModules.indexOf(missing.id);
if (index !== -1) {
installedModules.splice(index, 1);
}
@ -2591,7 +2569,7 @@ class Installer {
}
case 'keep': {
keptCount++;
keptModulesWithoutSources.push(moduleId);
keptModulesWithoutSources.push(missing.id);
console.log(chalk.dim(` Module will be kept as-is`));
break;

View File

@ -13,6 +13,7 @@ const {
resolveSubagentFiles,
} = require('./shared/module-injections');
const { getAgentsFromBmad, getAgentsFromDir } = require('./shared/bmad-artifacts');
const prompts = require('../../../lib/prompts');
/**
* Google Antigravity IDE setup handler
@ -26,6 +27,21 @@ class AntigravitySetup extends BaseIdeSetup {
this.workflowsDir = 'workflows';
}
/**
* Prompt for subagent installation location
* @returns {Promise<string>} Selected location ('project' or 'user')
*/
async _promptInstallLocation() {
return prompts.select({
message: 'Where would you like to install Antigravity subagents?',
choices: [
{ name: 'Project level (.agent/agents/)', value: 'project' },
{ name: 'User level (~/.agent/agents/)', value: 'user' },
],
default: 'project',
});
}
/**
* Collect configuration choices before installation
* @param {Object} options - Configuration options
@ -57,21 +73,7 @@ class AntigravitySetup extends BaseIdeSetup {
config.subagentChoices = await this.promptSubagentInstallation(injectionConfig.subagents);
if (config.subagentChoices.install !== 'none') {
// Ask for installation location
const { default: inquirer } = await import('inquirer');
const locationAnswer = await inquirer.prompt([
{
type: 'list',
name: 'location',
message: 'Where would you like to install Antigravity subagents?',
choices: [
{ name: 'Project level (.agent/agents/)', value: 'project' },
{ name: 'User level (~/.agent/agents/)', value: 'user' },
],
default: 'project',
},
]);
config.installLocation = locationAnswer.location;
config.installLocation = await this._promptInstallLocation();
}
}
} catch (error) {
@ -297,20 +299,7 @@ class AntigravitySetup extends BaseIdeSetup {
choices = await this.promptSubagentInstallation(config.subagents);
if (choices.install !== 'none') {
const { default: inquirer } = await import('inquirer');
const locationAnswer = await inquirer.prompt([
{
type: 'list',
name: 'location',
message: 'Where would you like to install Antigravity subagents?',
choices: [
{ name: 'Project level (.agent/agents/)', value: 'project' },
{ name: 'User level (~/.agent/agents/)', value: 'user' },
],
default: 'project',
},
]);
location = locationAnswer.location;
location = await this._promptInstallLocation();
}
}
@ -334,22 +323,16 @@ class AntigravitySetup extends BaseIdeSetup {
* Prompt user for subagent installation preferences
*/
async promptSubagentInstallation(subagentConfig) {
const { default: inquirer } = await import('inquirer');
// First ask if they want to install subagents
const { install } = await inquirer.prompt([
{
type: 'list',
name: 'install',
message: 'Would you like to install Antigravity subagents for enhanced functionality?',
choices: [
{ name: 'Yes, install all subagents', value: 'all' },
{ name: 'Yes, let me choose specific subagents', value: 'selective' },
{ name: 'No, skip subagent installation', value: 'none' },
],
default: 'all',
},
]);
const install = await prompts.select({
message: 'Would you like to install Antigravity subagents for enhanced functionality?',
choices: [
{ name: 'Yes, install all subagents', value: 'all' },
{ name: 'Yes, let me choose specific subagents', value: 'selective' },
{ name: 'No, skip subagent installation', value: 'none' },
],
default: 'all',
});
if (install === 'selective') {
// Show list of available subagents with descriptions
@ -361,18 +344,14 @@ class AntigravitySetup extends BaseIdeSetup {
'document-reviewer.md': 'Document quality review',
};
const { selected } = await inquirer.prompt([
{
type: 'checkbox',
name: 'selected',
message: 'Select subagents to install:',
choices: subagentConfig.files.map((file) => ({
name: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`,
value: file,
checked: true,
})),
},
]);
const selected = await prompts.multiselect({
message: `Select subagents to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`,
choices: subagentConfig.files.map((file) => ({
name: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`,
value: file,
checked: true,
})),
});
return { install: 'selective', selected };
}

View File

@ -13,6 +13,7 @@ const {
resolveSubagentFiles,
} = require('./shared/module-injections');
const { getAgentsFromBmad, getAgentsFromDir } = require('./shared/bmad-artifacts');
const prompts = require('../../../lib/prompts');
/**
* Claude Code IDE setup handler
@ -25,6 +26,21 @@ class ClaudeCodeSetup extends BaseIdeSetup {
this.agentsDir = 'agents';
}
/**
* Prompt for subagent installation location
* @returns {Promise<string>} Selected location ('project' or 'user')
*/
async promptInstallLocation() {
return prompts.select({
message: 'Where would you like to install Claude Code subagents?',
choices: [
{ name: 'Project level (.claude/agents/)', value: 'project' },
{ name: 'User level (~/.claude/agents/)', value: 'user' },
],
default: 'project',
});
}
/**
* Collect configuration choices before installation
* @param {Object} options - Configuration options
@ -56,21 +72,7 @@ class ClaudeCodeSetup extends BaseIdeSetup {
config.subagentChoices = await this.promptSubagentInstallation(injectionConfig.subagents);
if (config.subagentChoices.install !== 'none') {
// Ask for installation location
const { default: inquirer } = await import('inquirer');
const locationAnswer = await inquirer.prompt([
{
type: 'list',
name: 'location',
message: 'Where would you like to install Claude Code subagents?',
choices: [
{ name: 'Project level (.claude/agents/)', value: 'project' },
{ name: 'User level (~/.claude/agents/)', value: 'user' },
],
default: 'project',
},
]);
config.installLocation = locationAnswer.location;
config.installLocation = await this.promptInstallLocation();
}
}
} catch (error) {
@ -305,20 +307,7 @@ class ClaudeCodeSetup extends BaseIdeSetup {
choices = await this.promptSubagentInstallation(config.subagents);
if (choices.install !== 'none') {
const { default: inquirer } = await import('inquirer');
const locationAnswer = await inquirer.prompt([
{
type: 'list',
name: 'location',
message: 'Where would you like to install Claude Code subagents?',
choices: [
{ name: 'Project level (.claude/agents/)', value: 'project' },
{ name: 'User level (~/.claude/agents/)', value: 'user' },
],
default: 'project',
},
]);
location = locationAnswer.location;
location = await this.promptInstallLocation();
}
}
@ -342,22 +331,16 @@ class ClaudeCodeSetup extends BaseIdeSetup {
* Prompt user for subagent installation preferences
*/
async promptSubagentInstallation(subagentConfig) {
const { default: inquirer } = await import('inquirer');
// First ask if they want to install subagents
const { install } = await inquirer.prompt([
{
type: 'list',
name: 'install',
message: 'Would you like to install Claude Code subagents for enhanced functionality?',
choices: [
{ name: 'Yes, install all subagents', value: 'all' },
{ name: 'Yes, let me choose specific subagents', value: 'selective' },
{ name: 'No, skip subagent installation', value: 'none' },
],
default: 'all',
},
]);
const install = await prompts.select({
message: 'Would you like to install Claude Code subagents for enhanced functionality?',
choices: [
{ name: 'Yes, install all subagents', value: 'all' },
{ name: 'Yes, let me choose specific subagents', value: 'selective' },
{ name: 'No, skip subagent installation', value: 'none' },
],
default: 'all',
});
if (install === 'selective') {
// Show list of available subagents with descriptions
@ -369,18 +352,14 @@ class ClaudeCodeSetup extends BaseIdeSetup {
'document-reviewer.md': 'Document quality review',
};
const { selected } = await inquirer.prompt([
{
type: 'checkbox',
name: 'selected',
message: 'Select subagents to install:',
choices: subagentConfig.files.map((file) => ({
name: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`,
value: file,
checked: true,
})),
},
]);
const selected = await prompts.multiselect({
message: `Select subagents to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`,
options: subagentConfig.files.map((file) => ({
label: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`,
value: file,
})),
initialValues: subagentConfig.files,
});
return { install: 'selective', selected };
}

View File

@ -6,6 +6,7 @@ const { BaseIdeSetup } = require('./_base-ide');
const { WorkflowCommandGenerator } = require('./shared/workflow-command-generator');
const { AgentCommandGenerator } = require('./shared/agent-command-generator');
const { getTasksFromBmad } = require('./shared/bmad-artifacts');
const prompts = require('../../../lib/prompts');
/**
* Codex setup handler (CLI mode)
@ -21,32 +22,24 @@ class CodexSetup extends BaseIdeSetup {
* @returns {Object} Collected configuration
*/
async collectConfiguration(options = {}) {
const { default: inquirer } = await import('inquirer');
let confirmed = false;
let installLocation = 'global';
while (!confirmed) {
const { location } = await inquirer.prompt([
{
type: 'list',
name: 'location',
message: 'Where would you like to install Codex CLI prompts?',
choices: [
{
name: 'Global - Simple for single project ' + '(~/.codex/prompts, but references THIS project only)',
value: 'global',
},
{
name: `Project-specific - Recommended for real work (requires CODEX_HOME=<project-dir>${path.sep}.codex)`,
value: 'project',
},
],
default: 'global',
},
]);
installLocation = location;
installLocation = await prompts.select({
message: 'Where would you like to install Codex CLI prompts?',
choices: [
{
name: 'Global - Simple for single project ' + '(~/.codex/prompts, but references THIS project only)',
value: 'global',
},
{
name: `Project-specific - Recommended for real work (requires CODEX_HOME=<project-dir>${path.sep}.codex)`,
value: 'project',
},
],
default: 'global',
});
// Display detailed instructions for the chosen option
console.log('');
@ -57,16 +50,10 @@ class CodexSetup extends BaseIdeSetup {
}
// Confirm the choice
const { proceed } = await inquirer.prompt([
{
type: 'confirm',
name: 'proceed',
message: 'Proceed with this installation option?',
default: true,
},
]);
confirmed = proceed;
confirmed = await prompts.confirm({
message: 'Proceed with this installation option?',
default: true,
});
if (!confirmed) {
console.log(chalk.yellow("\n Let's choose a different installation option.\n"));

View File

@ -2,6 +2,7 @@ const path = require('node:path');
const { BaseIdeSetup } = require('./_base-ide');
const chalk = require('chalk');
const { AgentCommandGenerator } = require('./shared/agent-command-generator');
const prompts = require('../../../lib/prompts');
/**
* GitHub Copilot setup handler
@ -21,29 +22,23 @@ class GitHubCopilotSetup extends BaseIdeSetup {
* @returns {Object} Collected configuration
*/
async collectConfiguration(options = {}) {
const { default: inquirer } = await import('inquirer');
const config = {};
console.log('\n' + chalk.blue(' 🔧 VS Code Settings Configuration'));
console.log(chalk.dim(' GitHub Copilot works best with specific settings\n'));
const response = await inquirer.prompt([
{
type: 'list',
name: 'configChoice',
message: 'How would you like to configure VS Code settings?',
choices: [
{ name: 'Use recommended defaults (fastest)', value: 'defaults' },
{ name: 'Configure each setting manually', value: 'manual' },
{ name: 'Skip settings configuration', value: 'skip' },
],
default: 'defaults',
},
]);
config.vsCodeConfig = response.configChoice;
config.vsCodeConfig = await prompts.select({
message: 'How would you like to configure VS Code settings?',
choices: [
{ name: 'Use recommended defaults (fastest)', value: 'defaults' },
{ name: 'Configure each setting manually', value: 'manual' },
{ name: 'Skip settings configuration', value: 'skip' },
],
default: 'defaults',
});
if (response.configChoice === 'manual') {
config.manualSettings = await inquirer.prompt([
if (config.vsCodeConfig === 'manual') {
config.manualSettings = await prompts.prompt([
{
type: 'input',
name: 'maxRequests',
@ -52,7 +47,8 @@ class GitHubCopilotSetup extends BaseIdeSetup {
validate: (input) => {
const num = parseInt(input, 10);
if (isNaN(num)) return 'Enter a valid number 1-50';
return (num >= 1 && num <= 50) || 'Enter 1-50';
if (num < 1 || num > 50) return 'Enter a number between 1-50';
return true;
},
},
{

View File

@ -108,7 +108,10 @@ async function resolveSubagentFiles(handlerBaseDir, subagentConfig, subagentChoi
const resolved = [];
for (const file of filesToCopy) {
const pattern = path.join(sourceDir, '**', file);
// Use forward slashes for glob pattern (works on both Windows and Unix)
// Convert backslashes to forward slashes for glob compatibility
const normalizedSourceDir = sourceDir.replaceAll('\\', '/');
const pattern = `${normalizedSourceDir}/**/${file}`;
const matches = await glob(pattern);
if (matches.length > 0) {

432
tools/cli/lib/prompts.js Normal file
View File

@ -0,0 +1,432 @@
/**
* @clack/prompts wrapper for BMAD CLI
*
* This module provides a unified interface for CLI prompts using @clack/prompts.
* It replaces Inquirer.js to fix Windows arrow key navigation issues (libuv #852).
*
* @module prompts
*/
let _clack = null;
/**
* Lazy-load @clack/prompts (ESM module)
* @returns {Promise<Object>} The clack prompts module
*/
async function getClack() {
if (!_clack) {
_clack = await import('@clack/prompts');
}
return _clack;
}
/**
* Handle user cancellation gracefully
* @param {any} value - The value to check
* @param {string} [message='Operation cancelled'] - Message to display
* @returns {boolean} True if cancelled
*/
async function handleCancel(value, message = 'Operation cancelled') {
const clack = await getClack();
if (clack.isCancel(value)) {
clack.cancel(message);
process.exit(0);
}
return false;
}
/**
* Display intro message
* @param {string} message - The intro message
*/
async function intro(message) {
const clack = await getClack();
clack.intro(message);
}
/**
* Display outro message
* @param {string} message - The outro message
*/
async function outro(message) {
const clack = await getClack();
clack.outro(message);
}
/**
* Display a note/info box
* @param {string} message - The note content
* @param {string} [title] - Optional title
*/
async function note(message, title) {
const clack = await getClack();
clack.note(message, title);
}
/**
* Display a spinner for async operations
* @returns {Object} Spinner controller with start, stop, message methods
*/
async function spinner() {
const clack = await getClack();
return clack.spinner();
}
/**
* Single-select prompt (replaces Inquirer 'list' type)
* @param {Object} options - Prompt options
* @param {string} options.message - The question to ask
* @param {Array} options.choices - Array of choices [{name, value, hint?}]
* @param {any} [options.default] - Default selected value
* @returns {Promise<any>} Selected value
*/
async function select(options) {
const clack = await getClack();
// Convert Inquirer-style choices to clack format
// Handle both object choices {name, value, hint} and primitive choices (string/number)
const clackOptions = options.choices
.filter((c) => c.type !== 'separator') // Skip separators for now
.map((choice) => {
if (typeof choice === 'string' || typeof choice === 'number') {
return { value: choice, label: String(choice) };
}
return {
value: choice.value === undefined ? choice.name : choice.value,
label: choice.name || choice.label || String(choice.value),
hint: choice.hint || choice.description,
};
});
// Find initial value
let initialValue;
if (options.default !== undefined) {
initialValue = options.default;
}
const result = await clack.select({
message: options.message,
options: clackOptions,
initialValue,
});
await handleCancel(result);
return result;
}
/**
* Multi-select prompt (replaces Inquirer 'checkbox' type)
* @param {Object} options - Prompt options
* @param {string} options.message - The question to ask
* @param {Array} options.choices - Array of choices [{name, value, checked?, hint?}]
* @param {boolean} [options.required=false] - Whether at least one must be selected
* @returns {Promise<Array>} Array of selected values
*/
async function multiselect(options) {
const clack = await getClack();
// Support both clack-native (options) and Inquirer-style (choices) APIs
let clackOptions;
let initialValues;
if (options.options) {
// Native clack format: options with label/value
clackOptions = options.options;
initialValues = options.initialValues || [];
} else {
// Convert Inquirer-style choices to clack format
// Handle both object choices {name, value, hint} and primitive choices (string/number)
clackOptions = options.choices
.filter((c) => c.type !== 'separator') // Skip separators
.map((choice) => {
if (typeof choice === 'string' || typeof choice === 'number') {
return { value: choice, label: String(choice) };
}
return {
value: choice.value === undefined ? choice.name : choice.value,
label: choice.name || choice.label || String(choice.value),
hint: choice.hint || choice.description,
};
});
// Find initial values (pre-checked items)
initialValues = options.choices
.filter((c) => c.checked && c.type !== 'separator')
.map((c) => (c.value === undefined ? c.name : c.value));
}
const result = await clack.multiselect({
message: options.message,
options: clackOptions,
initialValues: initialValues.length > 0 ? initialValues : undefined,
required: options.required || false,
});
await handleCancel(result);
return result;
}
/**
* Grouped multi-select prompt for categorized options
* @param {Object} options - Prompt options
* @param {string} options.message - The question to ask
* @param {Object} options.options - Object mapping group names to arrays of choices
* @param {Array} [options.initialValues] - Array of initially selected values
* @param {boolean} [options.required=false] - Whether at least one must be selected
* @param {boolean} [options.selectableGroups=false] - Whether groups can be selected as a whole
* @returns {Promise<Array>} Array of selected values
*/
async function groupMultiselect(options) {
const clack = await getClack();
const result = await clack.groupMultiselect({
message: options.message,
options: options.options,
initialValues: options.initialValues,
required: options.required || false,
});
await handleCancel(result);
return result;
}
/**
* Confirm prompt (replaces Inquirer 'confirm' type)
* @param {Object} options - Prompt options
* @param {string} options.message - The question to ask
* @param {boolean} [options.default=true] - Default value
* @returns {Promise<boolean>} User's answer
*/
async function confirm(options) {
const clack = await getClack();
const result = await clack.confirm({
message: options.message,
initialValue: options.default === undefined ? true : options.default,
});
await handleCancel(result);
return result;
}
/**
* Text input prompt (replaces Inquirer 'input' type)
* @param {Object} options - Prompt options
* @param {string} options.message - The question to ask
* @param {string} [options.default] - Default value
* @param {string} [options.placeholder] - Placeholder text (defaults to options.default if not provided)
* @param {Function} [options.validate] - Validation function
* @returns {Promise<string>} User's input
*/
async function text(options) {
const clack = await getClack();
// Use default as placeholder if placeholder not explicitly provided
// This shows the default value as grayed-out hint text
const placeholder = options.placeholder === undefined ? options.default : options.placeholder;
const result = await clack.text({
message: options.message,
defaultValue: options.default,
placeholder: typeof placeholder === 'string' ? placeholder : undefined,
validate: options.validate,
});
await handleCancel(result);
return result;
}
/**
* Password input prompt (replaces Inquirer 'password' type)
* @param {Object} options - Prompt options
* @param {string} options.message - The question to ask
* @param {Function} [options.validate] - Validation function
* @returns {Promise<string>} User's input
*/
async function password(options) {
const clack = await getClack();
const result = await clack.password({
message: options.message,
validate: options.validate,
});
await handleCancel(result);
return result;
}
/**
* Group multiple prompts together
* @param {Object} prompts - Object of prompt functions
* @param {Object} [options] - Group options
* @returns {Promise<Object>} Object with all answers
*/
async function group(prompts, options = {}) {
const clack = await getClack();
const result = await clack.group(prompts, {
onCancel: () => {
clack.cancel('Operation cancelled');
process.exit(0);
},
...options,
});
return result;
}
/**
* Run tasks with spinner feedback
* @param {Array} tasks - Array of task objects [{title, task, enabled?}]
* @returns {Promise<void>}
*/
async function tasks(taskList) {
const clack = await getClack();
await clack.tasks(taskList);
}
/**
* Log messages with styling
*/
const log = {
async info(message) {
const clack = await getClack();
clack.log.info(message);
},
async success(message) {
const clack = await getClack();
clack.log.success(message);
},
async warn(message) {
const clack = await getClack();
clack.log.warn(message);
},
async error(message) {
const clack = await getClack();
clack.log.error(message);
},
async message(message) {
const clack = await getClack();
clack.log.message(message);
},
async step(message) {
const clack = await getClack();
clack.log.step(message);
},
};
/**
* Execute an array of Inquirer-style questions using @clack/prompts
* This provides compatibility with dynamic question arrays
* @param {Array} questions - Array of Inquirer-style question objects
* @returns {Promise<Object>} Object with answers keyed by question name
*/
async function prompt(questions) {
const answers = {};
for (const question of questions) {
const { type, name, message, choices, default: defaultValue, validate, when } = question;
// Handle conditional questions via 'when' property
if (when !== undefined) {
const shouldAsk = typeof when === 'function' ? await when(answers) : when;
if (!shouldAsk) continue;
}
let answer;
switch (type) {
case 'input': {
// Note: @clack/prompts doesn't support async validation, so validate must be sync
answer = await text({
message,
default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue,
validate: validate
? (val) => {
const result = validate(val, answers);
if (result instanceof Promise) {
throw new TypeError('Async validation is not supported by @clack/prompts. Please use synchronous validation.');
}
return result === true ? undefined : result;
}
: undefined,
});
break;
}
case 'confirm': {
answer = await confirm({
message,
default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue,
});
break;
}
case 'list': {
answer = await select({
message,
choices: choices || [],
default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue,
});
break;
}
case 'checkbox': {
answer = await multiselect({
message,
choices: choices || [],
required: false,
});
break;
}
case 'password': {
// Note: @clack/prompts doesn't support async validation, so validate must be sync
answer = await password({
message,
validate: validate
? (val) => {
const result = validate(val, answers);
if (result instanceof Promise) {
throw new TypeError('Async validation is not supported by @clack/prompts. Please use synchronous validation.');
}
return result === true ? undefined : result;
}
: undefined,
});
break;
}
default: {
// Default to text input for unknown types
answer = await text({
message,
default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue,
});
}
}
answers[name] = answer;
}
return answers;
}
module.exports = {
getClack,
handleCancel,
intro,
outro,
note,
spinner,
select,
multiselect,
groupMultiselect,
confirm,
text,
password,
group,
tasks,
log,
prompt,
};

View File

@ -4,16 +4,21 @@ const os = require('node:os');
const fs = require('fs-extra');
const { CLIUtils } = require('./cli-utils');
const { CustomHandler } = require('../installers/lib/custom/handler');
const prompts = require('./prompts');
// Lazy-load inquirer (ESM module) to avoid ERR_REQUIRE_ESM
let _inquirer = null;
async function getInquirer() {
if (!_inquirer) {
_inquirer = (await import('inquirer')).default;
// Separator class for visual grouping in select/multiselect prompts
// Note: @clack/prompts doesn't support separators natively, they are filtered out
class Separator {
constructor(text = '────────') {
this.line = text;
this.name = text;
}
return _inquirer;
type = 'separator';
}
// Separator for choice lists (compatible interface)
const choiceUtils = { Separator };
/**
* UI utilities for the installer
*/
@ -23,7 +28,6 @@ class UI {
* @returns {Object} Installation configuration
*/
async promptInstall() {
const inquirer = await getInquirer();
CLIUtils.displayLogo();
// Display version-specific start message from install-messages.yaml
@ -113,26 +117,20 @@ class UI {
console.log(chalk.yellow('─'.repeat(80)));
console.log('');
const { proceed } = await inquirer.prompt([
{
type: 'list',
name: 'proceed',
message: 'What would you like to do?',
choices: [
{
name: 'Cancel and do a fresh install (recommended)',
value: 'cancel',
short: 'Cancel installation',
},
{
name: 'Proceed anyway (will attempt update, potentially may fail or have unstable behavior)',
value: 'proceed',
short: 'Proceed with update',
},
],
default: 'cancel',
},
]);
const proceed = await prompts.select({
message: 'What would you like to do?',
choices: [
{
name: 'Cancel and do a fresh install (recommended)',
value: 'cancel',
},
{
name: 'Proceed anyway (will attempt update, potentially may fail or have unstable behavior)',
value: 'proceed',
},
],
default: 'cancel',
});
if (proceed === 'cancel') {
console.log('');
@ -188,14 +186,10 @@ class UI {
// If Claude Code was selected, ask about TTS
if (claudeCodeSelected) {
const { enableTts } = await inquirer.prompt([
{
type: 'confirm',
name: 'enableTts',
message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?',
default: false,
},
]);
const enableTts = await prompts.confirm({
message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?',
default: false,
});
if (enableTts) {
agentVibesConfig = { enabled: true, alreadyInstalled: false };
@ -250,18 +244,11 @@ class UI {
// Common actions
choices.push({ name: 'Modify BMAD Installation', value: 'update' });
const promptResult = await inquirer.prompt([
{
type: 'list',
name: 'actionType',
message: 'What would you like to do?',
choices: choices,
default: choices[0].value, // Use the first option as default
},
]);
// Extract actionType from prompt result
actionType = promptResult.actionType;
actionType = await prompts.select({
message: 'What would you like to do?',
choices: choices,
default: choices[0].value,
});
// Handle quick update separately
if (actionType === 'quick-update') {
@ -290,14 +277,10 @@ class UI {
const { installedModuleIds } = await this.getExistingInstallation(confirmedDirectory);
console.log(chalk.dim(` Found existing modules: ${[...installedModuleIds].join(', ')}`));
const { changeModuleSelection } = await inquirer.prompt([
{
type: 'confirm',
name: 'changeModuleSelection',
message: 'Modify official module selection (BMad Method, BMad Builder, Creative Innovation Suite)?',
default: false,
},
]);
const changeModuleSelection = await prompts.confirm({
message: 'Modify official module selection (BMad Method, BMad Builder, Creative Innovation Suite)?',
default: false,
});
let selectedModules = [];
if (changeModuleSelection) {
@ -310,14 +293,10 @@ class UI {
// After module selection, ask about custom modules
console.log('');
const { changeCustomModules } = await inquirer.prompt([
{
type: 'confirm',
name: 'changeCustomModules',
message: 'Modify custom module selection (add, update, or remove custom modules/agents/workflows)?',
default: false,
},
]);
const changeCustomModules = await prompts.confirm({
message: 'Modify custom module selection (add, update, or remove custom modules/agents/workflows)?',
default: false,
});
let customModuleResult = { selectedCustomModules: [], customContentConfig: { hasCustomContent: false } };
if (changeCustomModules) {
@ -352,15 +331,10 @@ class UI {
let enableTts = false;
if (hasClaudeCode) {
const { enableTts: enable } = await inquirer.prompt([
{
type: 'confirm',
name: 'enableTts',
message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?',
default: false,
},
]);
enableTts = enable;
enableTts = await prompts.confirm({
message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?',
default: false,
});
}
// Core config with existing defaults (ask after TTS)
@ -385,14 +359,10 @@ class UI {
const { installedModuleIds } = await this.getExistingInstallation(confirmedDirectory);
// Ask about official modules for new installations
const { wantsOfficialModules } = await inquirer.prompt([
{
type: 'confirm',
name: 'wantsOfficialModules',
message: 'Will you be installing any official BMad modules (BMad Method, BMad Builder, Creative Innovation Suite)?',
default: true,
},
]);
const wantsOfficialModules = await prompts.confirm({
message: 'Will you be installing any official BMad modules (BMad Method, BMad Builder, Creative Innovation Suite)?',
default: true,
});
let selectedOfficialModules = [];
if (wantsOfficialModules) {
@ -401,14 +371,10 @@ class UI {
}
// Ask about custom content
const { wantsCustomContent } = await inquirer.prompt([
{
type: 'confirm',
name: 'wantsCustomContent',
message: 'Would you like to install a local custom module (this includes custom agents and workflows also)?',
default: false,
},
]);
const wantsCustomContent = await prompts.confirm({
message: 'Would you like to install a local custom module (this includes custom agents and workflows also)?',
default: false,
});
if (wantsCustomContent) {
customContentConfig = await this.promptCustomContentSource();
@ -459,7 +425,6 @@ class UI {
* @returns {Object} Tool configuration
*/
async promptToolSelection(projectDir, selectedModules) {
const inquirer = await getInquirer();
// Check for existing configured IDEs - use findBmadDir to detect custom folder names
const { Detector } = require('../installers/lib/core/detector');
const { Installer } = require('../installers/lib/core/installer');
@ -477,13 +442,14 @@ class UI {
const preferredIdes = ideManager.getPreferredIdes();
const otherIdes = ideManager.getOtherIdes();
// Build IDE choices array with separators
const ideChoices = [];
// Build grouped options object for groupMultiselect
const groupedOptions = {};
const processedIdes = new Set();
const initialValues = [];
// First, add previously configured IDEs at the top, marked with ✅
if (configuredIdes.length > 0) {
ideChoices.push(new inquirer.Separator('── Previously Configured ──'));
const configuredGroup = [];
for (const ideValue of configuredIdes) {
// Skip empty or invalid IDE values
if (!ideValue || typeof ideValue !== 'string') {
@ -496,81 +462,71 @@ class UI {
const ide = preferredIde || otherIde;
if (ide) {
ideChoices.push({
name: `${ide.name}`,
configuredGroup.push({
label: `${ide.name}`,
value: ide.value,
checked: true, // Previously configured IDEs are checked by default
});
processedIdes.add(ide.value);
initialValues.push(ide.value); // Pre-select configured IDEs
} else {
// Warn about unrecognized IDE (but don't fail)
console.log(chalk.yellow(`⚠️ Previously configured IDE '${ideValue}' is no longer available`));
}
}
if (configuredGroup.length > 0) {
groupedOptions['Previously Configured'] = configuredGroup;
}
}
// Add preferred tools (excluding already processed)
const remainingPreferred = preferredIdes.filter((ide) => !processedIdes.has(ide.value));
if (remainingPreferred.length > 0) {
ideChoices.push(new inquirer.Separator('── Recommended Tools ──'));
for (const ide of remainingPreferred) {
ideChoices.push({
name: `${ide.name}`,
value: ide.value,
checked: false,
});
groupedOptions['Recommended Tools'] = remainingPreferred.map((ide) => {
processedIdes.add(ide.value);
}
return {
label: `${ide.name}`,
value: ide.value,
};
});
}
// Add other tools (excluding already processed)
const remainingOther = otherIdes.filter((ide) => !processedIdes.has(ide.value));
if (remainingOther.length > 0) {
ideChoices.push(new inquirer.Separator('── Additional Tools ──'));
for (const ide of remainingOther) {
ideChoices.push({
name: ide.name,
value: ide.value,
checked: false,
});
}
groupedOptions['Additional Tools'] = remainingOther.map((ide) => ({
label: ide.name,
value: ide.value,
}));
}
let answers;
let selectedIdes = [];
let userConfirmedNoTools = false;
// Loop until user selects at least one tool OR explicitly confirms no tools
while (!userConfirmedNoTools) {
answers = await inquirer.prompt([
{
type: 'checkbox',
name: 'ides',
message: 'Select tools to configure:',
choices: ideChoices,
pageSize: 30,
},
]);
selectedIdes = await prompts.groupMultiselect({
message: `Select tools to configure ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`,
options: groupedOptions,
initialValues: initialValues.length > 0 ? initialValues : undefined,
required: false,
});
// If tools were selected, we're done
if (answers.ides && answers.ides.length > 0) {
if (selectedIdes && selectedIdes.length > 0) {
break;
}
// Warn that no tools were selected - users often miss the spacebar requirement
console.log();
console.log(chalk.red.bold('⚠️ WARNING: No tools were selected!'));
console.log(chalk.red(' You must press SPACEBAR to select items, then ENTER to confirm.'));
console.log(chalk.red(' You must press SPACE to select items, then ENTER to confirm.'));
console.log(chalk.red(' Simply highlighting an item does NOT select it.'));
console.log();
const { goBack } = await inquirer.prompt([
{
type: 'confirm',
name: 'goBack',
message: chalk.yellow('Would you like to go back and select at least one tool?'),
default: true,
},
]);
const goBack = await prompts.confirm({
message: chalk.yellow('Would you like to go back and select at least one tool?'),
default: true,
});
if (goBack) {
// Re-display a message before looping back
@ -582,8 +538,8 @@ class UI {
}
return {
ides: answers.ides || [],
skipIde: !answers.ides || answers.ides.length === 0,
ides: selectedIdes || [],
skipIde: !selectedIdes || selectedIdes.length === 0,
};
}
@ -592,23 +548,17 @@ class UI {
* @returns {Object} Update configuration
*/
async promptUpdate() {
const inquirer = await getInquirer();
const answers = await inquirer.prompt([
{
type: 'confirm',
name: 'backupFirst',
message: 'Create backup before updating?',
default: true,
},
{
type: 'confirm',
name: 'preserveCustomizations',
message: 'Preserve local customizations?',
default: true,
},
]);
const backupFirst = await prompts.confirm({
message: 'Create backup before updating?',
default: true,
});
return answers;
const preserveCustomizations = await prompts.confirm({
message: 'Preserve local customizations?',
default: true,
});
return { backupFirst, preserveCustomizations };
}
/**
@ -617,27 +567,17 @@ class UI {
* @returns {Array} Selected modules
*/
async promptModules(modules) {
const inquirer = await getInquirer();
const choices = modules.map((mod) => ({
name: `${mod.name} - ${mod.description}`,
value: mod.id,
checked: false,
}));
const { selectedModules } = await inquirer.prompt([
{
type: 'checkbox',
name: 'selectedModules',
message: 'Select modules to add:',
choices,
validate: (answer) => {
if (answer.length === 0) {
return 'You must choose at least one module.';
}
return true;
},
},
]);
const selectedModules = await prompts.multiselect({
message: `Select modules to add ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`,
choices,
required: true,
});
return selectedModules;
}
@ -649,17 +589,10 @@ class UI {
* @returns {boolean} User confirmation
*/
async confirm(message, defaultValue = false) {
const inquirer = await getInquirer();
const { confirmed } = await inquirer.prompt([
{
type: 'confirm',
name: 'confirmed',
message,
default: defaultValue,
},
]);
return confirmed;
return await prompts.confirm({
message,
default: defaultValue,
});
}
/**
@ -753,10 +686,9 @@ class UI {
* Get module choices for selection
* @param {Set} installedModuleIds - Currently installed module IDs
* @param {Object} customContentConfig - Custom content configuration
* @returns {Array} Module choices for inquirer
* @returns {Array} Module choices for prompt
*/
async getModuleChoices(installedModuleIds, customContentConfig = null) {
const inquirer = await getInquirer();
const moduleChoices = [];
const isNewInstallation = installedModuleIds.size === 0;
@ -811,9 +743,9 @@ class UI {
if (allCustomModules.length > 0) {
// Add separator for custom content, all custom modules, and official content separator
moduleChoices.push(
new inquirer.Separator('── Custom Content ──'),
new choiceUtils.Separator('── Custom Content ──'),
...allCustomModules,
new inquirer.Separator('── Official Content ──'),
new choiceUtils.Separator('── Official Content ──'),
);
}
@ -837,44 +769,43 @@ class UI {
* @returns {Array} Selected module IDs
*/
async selectModules(moduleChoices, defaultSelections = []) {
const inquirer = await getInquirer();
const moduleAnswer = await inquirer.prompt([
{
type: 'checkbox',
name: 'modules',
message: 'Select modules to install:',
choices: moduleChoices,
default: defaultSelections,
},
]);
// Mark choices as checked based on defaultSelections
const choicesWithDefaults = moduleChoices.map((choice) => ({
...choice,
checked: defaultSelections.includes(choice.value),
}));
const selected = moduleAnswer.modules || [];
const selected = await prompts.multiselect({
message: `Select modules to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`,
choices: choicesWithDefaults,
required: false,
});
return selected;
return selected || [];
}
/**
* Prompt for directory selection
* @returns {Object} Directory answer from inquirer
* @returns {Object} Directory answer from prompt
*/
async promptForDirectory() {
const inquirer = await getInquirer();
return await inquirer.prompt([
{
type: 'input',
name: 'directory',
message: `Installation directory:`,
default: process.cwd(),
validate: async (input) => this.validateDirectory(input),
filter: (input) => {
// If empty, use the default
if (!input || input.trim() === '') {
return process.cwd();
}
return this.expandUserPath(input);
},
},
]);
// Use sync validation because @clack/prompts doesn't support async validate
const directory = await prompts.text({
message: 'Installation directory:',
default: process.cwd(),
placeholder: process.cwd(),
validate: (input) => this.validateDirectorySync(input),
});
// Apply filter logic
let filteredDir = directory;
if (!filteredDir || filteredDir.trim() === '') {
filteredDir = process.cwd();
} else {
filteredDir = this.expandUserPath(filteredDir);
}
return { directory: filteredDir };
}
/**
@ -915,45 +846,92 @@ class UI {
* @returns {boolean} Whether user confirmed
*/
async confirmDirectory(directory) {
const inquirer = await getInquirer();
const dirExists = await fs.pathExists(directory);
if (dirExists) {
const confirmAnswer = await inquirer.prompt([
{
type: 'confirm',
name: 'proceed',
message: `Install to this directory?`,
default: true,
},
]);
const proceed = await prompts.confirm({
message: 'Install to this directory?',
default: true,
});
if (!confirmAnswer.proceed) {
if (!proceed) {
console.log(chalk.yellow("\nLet's try again with a different path.\n"));
}
return confirmAnswer.proceed;
return proceed;
} else {
// Ask for confirmation to create the directory
const createConfirm = await inquirer.prompt([
{
type: 'confirm',
name: 'create',
message: `The directory '${directory}' doesn't exist. Would you like to create it?`,
default: false,
},
]);
const create = await prompts.confirm({
message: `The directory '${directory}' doesn't exist. Would you like to create it?`,
default: false,
});
if (!createConfirm.create) {
if (!create) {
console.log(chalk.yellow("\nLet's try again with a different path.\n"));
}
return createConfirm.create;
return create;
}
}
/**
* Validate directory path for installation
* Validate directory path for installation (sync version for clack prompts)
* @param {string} input - User input path
* @returns {string|undefined} Error message or undefined if valid
*/
validateDirectorySync(input) {
// Allow empty input to use the default
if (!input || input.trim() === '') {
return; // Empty means use default, undefined = valid for clack
}
let expandedPath;
try {
expandedPath = this.expandUserPath(input.trim());
} catch (error) {
return error.message;
}
// Check if the path exists
const pathExists = fs.pathExistsSync(expandedPath);
if (!pathExists) {
// Find the first existing parent directory
const existingParent = this.findExistingParentSync(expandedPath);
if (!existingParent) {
return 'Cannot create directory: no existing parent directory found';
}
// Check if the existing parent is writable
try {
fs.accessSync(existingParent, fs.constants.W_OK);
// Path doesn't exist but can be created - will prompt for confirmation later
return;
} catch {
// Provide a detailed error message explaining both issues
return `Directory '${expandedPath}' does not exist and cannot be created: parent directory '${existingParent}' is not writable`;
}
}
// If it exists, validate it's a directory and writable
const stat = fs.statSync(expandedPath);
if (!stat.isDirectory()) {
return `Path exists but is not a directory: ${expandedPath}`;
}
// Check write permissions
try {
fs.accessSync(expandedPath, fs.constants.W_OK);
} catch {
return `Directory is not writable: ${expandedPath}`;
}
return;
}
/**
* Validate directory path for installation (async version)
* @param {string} input - User input path
* @returns {string|true} Error message or true if valid
*/
@ -1009,7 +987,28 @@ class UI {
}
/**
* Find the first existing parent directory
* Find the first existing parent directory (sync version)
* @param {string} targetPath - The path to check
* @returns {string|null} The first existing parent directory, or null if none found
*/
findExistingParentSync(targetPath) {
let currentPath = path.resolve(targetPath);
// Walk up the directory tree until we find an existing directory
while (currentPath !== path.dirname(currentPath)) {
// Stop at root
const parent = path.dirname(currentPath);
if (fs.pathExistsSync(parent)) {
return parent;
}
currentPath = parent;
}
return null; // No existing parent found (shouldn't happen in practice)
}
/**
* Find the first existing parent directory (async version)
* @param {string} targetPath - The path to check
* @returns {string|null} The first existing parent directory, or null if none found
*/
@ -1071,7 +1070,7 @@ class UI {
* @sideeffects None - pure user input collection, no files written
* @edgecases Shows warning if user enables TTS but AgentVibes not detected
* @calledby promptInstall() during installation flow, after core config, before IDE selection
* @calls checkAgentVibesInstalled(), inquirer.prompt(), chalk.green/yellow/dim()
* @calls checkAgentVibesInstalled(), prompts.select(), chalk.green/yellow/dim()
*
* AI NOTE: This prompt is strategically positioned in installation flow:
* - AFTER core config (user_name, etc)
@ -1102,7 +1101,6 @@ class UI {
* - GitHub Issue: paulpreibisch/AgentVibes#36
*/
async promptAgentVibes(projectDir) {
const inquirer = await getInquirer();
CLIUtils.displaySection('🎤 Voice Features', 'Enable TTS for multi-agent conversations');
// Check if AgentVibes is already installed
@ -1114,23 +1112,19 @@ class UI {
console.log(chalk.dim(' AgentVibes not detected'));
}
const answers = await inquirer.prompt([
{
type: 'confirm',
name: 'enableTts',
message: 'Enable Agents to Speak Out loud (powered by Agent Vibes? Claude Code only currently)',
default: false, // Default to yes - recommended for best experience
},
]);
const enableTts = await prompts.confirm({
message: 'Enable Agents to Speak Out loud (powered by Agent Vibes? Claude Code only currently)',
default: false,
});
if (answers.enableTts && !agentVibesInstalled) {
if (enableTts && !agentVibesInstalled) {
console.log(chalk.yellow('\n ⚠️ AgentVibes not installed'));
console.log(chalk.dim(' Install AgentVibes separately to enable TTS:'));
console.log(chalk.dim(' https://github.com/paulpreibisch/AgentVibes\n'));
}
return {
enabled: answers.enableTts,
enabled: enableTts,
alreadyInstalled: agentVibesInstalled,
};
}
@ -1248,30 +1242,75 @@ class UI {
return existingInstall.ides || [];
}
/**
* Validate custom content path synchronously
* @param {string} input - User input path
* @returns {string|undefined} Error message or undefined if valid
*/
validateCustomContentPathSync(input) {
// Allow empty input to cancel
if (!input || input.trim() === '') {
return; // Allow empty to exit
}
try {
// Expand the path
const expandedPath = this.expandUserPath(input.trim());
// Check if path exists
if (!fs.pathExistsSync(expandedPath)) {
return 'Path does not exist';
}
// Check if it's a directory
const stat = fs.statSync(expandedPath);
if (!stat.isDirectory()) {
return 'Path must be a directory';
}
// Check for module.yaml in the root
const moduleYamlPath = path.join(expandedPath, 'module.yaml');
if (!fs.pathExistsSync(moduleYamlPath)) {
return 'Directory must contain a module.yaml file in the root';
}
// Try to parse the module.yaml to get the module ID
try {
const yaml = require('yaml');
const content = fs.readFileSync(moduleYamlPath, 'utf8');
const moduleData = yaml.parse(content);
if (!moduleData.code) {
return 'module.yaml must contain a "code" field for the module ID';
}
} catch (error) {
return 'Invalid module.yaml file: ' + error.message;
}
return; // Valid
} catch (error) {
return 'Error validating path: ' + error.message;
}
}
/**
* Prompt user for custom content source location
* @returns {Object} Custom content configuration
*/
async promptCustomContentSource() {
const inquirer = await getInquirer();
const customContentConfig = { hasCustomContent: true, sources: [] };
// Keep asking for more sources until user is done
while (true) {
// First ask if user wants to add another module or continue
if (customContentConfig.sources.length > 0) {
const { action } = await inquirer.prompt([
{
type: 'list',
name: 'action',
message: 'Would you like to:',
choices: [
{ name: 'Add another custom module', value: 'add' },
{ name: 'Continue with installation', value: 'continue' },
],
default: 'continue',
},
]);
const action = await prompts.select({
message: 'Would you like to:',
choices: [
{ name: 'Add another custom module', value: 'add' },
{ name: 'Continue with installation', value: 'continue' },
],
default: 'continue',
});
if (action === 'continue') {
break;
@ -1282,57 +1321,11 @@ class UI {
let isValid = false;
while (!isValid) {
const { path: inputPath } = await inquirer.prompt([
{
type: 'input',
name: 'path',
message: 'Enter the path to your custom content folder (or press Enter to cancel):',
validate: async (input) => {
// Allow empty input to cancel
if (!input || input.trim() === '') {
return true; // Allow empty to exit
}
try {
// Expand the path
const expandedPath = this.expandUserPath(input.trim());
// Check if path exists
if (!(await fs.pathExists(expandedPath))) {
return 'Path does not exist';
}
// Check if it's a directory
const stat = await fs.stat(expandedPath);
if (!stat.isDirectory()) {
return 'Path must be a directory';
}
// Check for module.yaml in the root
const moduleYamlPath = path.join(expandedPath, 'module.yaml');
if (!(await fs.pathExists(moduleYamlPath))) {
return 'Directory must contain a module.yaml file in the root';
}
// Try to parse the module.yaml to get the module ID
try {
const yaml = require('yaml');
const content = await fs.readFile(moduleYamlPath, 'utf8');
const moduleData = yaml.parse(content);
if (!moduleData.code) {
return 'module.yaml must contain a "code" field for the module ID';
}
} catch (error) {
return 'Invalid module.yaml file: ' + error.message;
}
return true;
} catch (error) {
return 'Error validating path: ' + error.message;
}
},
},
]);
// Use sync validation because @clack/prompts doesn't support async validate
const inputPath = await prompts.text({
message: 'Enter the path to your custom content folder (or press Enter to cancel):',
validate: (input) => this.validateCustomContentPathSync(input),
});
// If user pressed Enter without typing anything, exit the loop
if (!inputPath || inputPath.trim() === '') {
@ -1364,14 +1357,10 @@ class UI {
}
// Ask if user wants to add these to the installation
const { shouldInstall } = await inquirer.prompt([
{
type: 'confirm',
name: 'shouldInstall',
message: `Install ${customContentConfig.sources.length} custom module(s) now?`,
default: true,
},
]);
const shouldInstall = await prompts.confirm({
message: `Install ${customContentConfig.sources.length} custom module(s) now?`,
default: true,
});
if (shouldInstall) {
customContentConfig.selected = true;
@ -1391,7 +1380,6 @@ class UI {
* @returns {Object} Result with selected custom modules and custom content config
*/
async handleCustomModulesInModifyFlow(directory, selectedModules) {
const inquirer = await getInquirer();
// Get existing installation to find custom modules
const { existingInstall } = await this.getExistingInstallation(directory);
@ -1451,16 +1439,11 @@ class UI {
choices.push({ name: 'Add new custom modules', value: 'add' }, { name: 'Cancel (no custom modules)', value: 'cancel' });
}
const { customAction } = await inquirer.prompt([
{
type: 'list',
name: 'customAction',
message:
cachedCustomModules.length > 0 ? 'What would you like to do with custom modules?' : 'Would you like to add custom modules?',
choices: choices,
default: cachedCustomModules.length > 0 ? 'keep' : 'add',
},
]);
const customAction = await prompts.select({
message: cachedCustomModules.length > 0 ? 'What would you like to do with custom modules?' : 'Would you like to add custom modules?',
choices: choices,
default: cachedCustomModules.length > 0 ? 'keep' : 'add',
});
switch (customAction) {
case 'keep': {
@ -1472,21 +1455,18 @@ class UI {
case 'select': {
// Let user choose which to keep
const choices = cachedCustomModules.map((m) => ({
const selectChoices = cachedCustomModules.map((m) => ({
name: `${m.name} ${chalk.gray(`(${m.id})`)}`,
value: m.id,
checked: m.checked,
}));
const { keepModules } = await inquirer.prompt([
{
type: 'checkbox',
name: 'keepModules',
message: 'Select custom modules to keep:',
choices: choices,
default: cachedCustomModules.filter((m) => m.checked).map((m) => m.id),
},
]);
result.selectedCustomModules = keepModules;
const keepModules = await prompts.multiselect({
message: `Select custom modules to keep ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`,
choices: selectChoices,
required: false,
});
result.selectedCustomModules = keepModules || [];
break;
}
@ -1586,7 +1566,6 @@ class UI {
* @returns {Promise<boolean>} True if user wants to proceed, false if they cancel
*/
async showOldAlphaVersionWarning(installedVersion, currentVersion, bmadFolderName) {
const inquirer = await getInquirer();
const versionInfo = this.checkAlphaVersionAge(installedVersion, currentVersion);
// Also warn if version is unknown or can't be parsed (legacy/unsupported)
@ -1627,26 +1606,20 @@ class UI {
console.log(chalk.yellow('─'.repeat(80)));
console.log('');
const { proceed } = await inquirer.prompt([
{
type: 'list',
name: 'proceed',
message: 'What would you like to do?',
choices: [
{
name: 'Proceed with update anyway (may have issues)',
value: 'proceed',
short: 'Proceed with update',
},
{
name: 'Cancel (recommended - do a fresh install instead)',
value: 'cancel',
short: 'Cancel installation',
},
],
default: 'cancel',
},
]);
const proceed = await prompts.select({
message: 'What would you like to do?',
choices: [
{
name: 'Proceed with update anyway (may have issues)',
value: 'proceed',
},
{
name: 'Cancel (recommended - do a fresh install instead)',
value: 'cancel',
},
],
default: 'cancel',
});
if (proceed === 'cancel') {
console.log('');