/Claude-of-Tanks
Build and verify Claude of Tanks without crossing simulation, rendering, fleet-generation, or shared-worktree ownership boundaries.
$ npx -y skills add Kevin-Liu-01/Claude-of-Tanks --skill Claude-of-Tanks --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/Claude-of-Tanks
Context preview
The summary Claude sees to decide when to auto-load this skill.
Build and verify Claude of Tanks without crossing simulation, rendering, fleet-generation, or shared-worktree ownership boundaries.
SKILL.md
Claude-of-Tanks.SKILL.mdname: claude-of-tanks-skill
description: Build and verify Claude of Tanks without crossing simulation, rendering, fleet-generation, or shared-worktree ownership boundaries.
claude-of-tanks — working here
Purpose
<!-- agent-docs:fill:purpose --> Ship the browser game while preserving deterministic combat, first-party tank fidelity, smooth low-end performance, and reproducible visual/test evidence.
Mental model & key files
<!-- agent-docs:fill:model --> `src/main.ts` is the shrinking composition root; extracted lifecycle owners are strict TypeScript modules documented in `docs/SYSTEMS.md` and `docs/DECISIONS.md`. `src/game/state.ts` owns solo integration, `src/sim/` owns gameplay truth, `src/mp/` owns the peer-to-peer multiplayer, and `tools/` contains performance, fleet, screenshot, and release gates. Start with `docs/SYSTEMS.md` and the nearest directory `SKILL.md`.
Patterns to follow / invariants
<!-- agent-docs:fill:patterns -->
- Work from the current remote safe boundary in an isolated worktree when the
shared checkout is dirty or another tank-generation task is active.
- Preserve fixed-step semantics and seeded randomness.
- Keep rendering/presentation out of headless simulation and network modules.
- Make optional/high-cost features dynamically reachable, not boot-critical.
- Verify focused behavior first, then `npm test` and the public build.
Common tasks → first action
<!-- agent-docs:fill:tasks -->
- Runtime flow: trace `src/main.ts` plus `src/game/state.ts` exports.
- Physics/combat: read `src/sim/SKILL.md`, then its existing selftests.
- UI: read `src/ui/SKILL.md` and inspect the rendered browser surface.
- Multiplayer: read `docs/MULTIPLAYER-V2.md` and `src/mp/README.md`.
- Tank creation/rebuild/markup repair: read `docs/tank-generation/SKILL.md`,
`src/vehicles/SKILL.md` and the latest per-tank/batch packet; use the handbook's source-freeze, gate, prompt and handoff templates.
- Performance: capture a baseline with the committed probes before editing.
Gotchas
<!-- agent-docs:fill:gotchas --> The root checkout is frequently mixed dirty and may lag hundreds of tank commits. Do not pull, reset, clean, or blanket-stage it. Public builds strip quarantined assets; both a green build and runtime provenance checks matter.
Read more
name: claude-of-tanks-skill description: Build and verify Claude of Tanks without crossing simulation, rendering, fleet-generation, or shared-worktree ownership boundaries.
claude-of-tanks — working here
Purpose
<!-- agent-docs:fill:purpose --> Ship the browser game while preserving deterministic combat, first-party tank fidelity, smooth low-end performance, and reproducible visual/test evidence.
Mental model & key files
<!-- agent-docs:fill:model --> `src/main.ts` is the shrinking composition root; extracted lifecycle owners are strict TypeScript modules documented in `docs/SYSTEMS.md` and `docs/DECISIONS.md`. `src/game/state.ts` owns solo integration, `src/sim/` owns gameplay truth, `src/mp/` owns the peer-to-peer multiplayer, and `tools/` contains performance, fleet, screenshot, and release gates. Start with `docs/SYSTEMS.md` and the nearest directory `SKILL.md`.
Patterns to follow / invariants
<!-- agent-docs:fill:patterns -->
- Work from the current remote safe boundary in an isolated worktree when the
shared checkout is dirty or another tank-generation task is active.
- Preserve fixed-step semantics and seeded randomness.
- Keep rendering/presentation out of headless simulation and network modules.
- Make optional/high-cost features dynamically reachable, not boot-critical.
- Verify focused behavior first, then `npm test` and the public build.
Common tasks → first action
<!-- agent-docs:fill:tasks -->
- Runtime flow: trace `src/main.ts` plus `src/game/state.ts` exports.
- Physics/combat: read `src/sim/SKILL.md`, then its existing selftests.
- UI: read `src/ui/SKILL.md` and inspect the rendered browser surface.
- Multiplayer: read `docs/MULTIPLAYER-V2.md` and `src/mp/README.md`.
- Tank creation/rebuild/markup repair: read `docs/tank-generation/SKILL.md`,
`src/vehicles/SKILL.md` and the latest per-tank/batch packet; use the handbook's source-freeze, gate, prompt and handoff templates.
- Performance: capture a baseline with the committed probes before editing.
Gotchas
<!-- agent-docs:fill:gotchas --> The root checkout is frequently mixed dirty and may lag hundreds of tank commits. Do not pull, reset, clean, or blanket-stage it. Public builds strip quarantined assets; both a green build and runtime provenance checks matter.
A World of Tanks-style armored combat simulator built directly with Three.js and Vite: 220 vehicles, 33 destructible battlefields, and 13 modes, with plate-level armor, ballistics, modules, spotting, and physics. Play in your browser on desktop or mobile. Built end-to-end by a multi-agent Claude/Codex pipeline.

