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Automation
Skill

/gm-finalize

Seal the current tag: snapshot the per-tag working docs into docs/tags/<Tag>/, write a CHANGELOG entry, run `git tag`, and reset per-tag runtime state for the next /gm-gdd round. Does NOT package a release — that lives in a separate skill. Explicit invocation only — use

From plugin
godotmaker
54341 skills7 agents14 hooks
Install
$ npx -y skills add RandallLiuXin/GodotMaker --skill gm-finalize --agent claude-code

How 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/gm-finalize

Context preview

The summary Claude sees to decide when to auto-load this skill.

Seal the current tag: snapshot the per-tag working docs into docs/tags/<Tag>/, write a CHANGELOG entry, run `git tag`, and reset per-tag runtime state for the next /gm-gdd round. Does NOT package a release — that lives in a separate skill. Explicit invocation only — use

SKILL.md

gm-finalize.SKILL.md
name: gm-finalize
description: |
  Seal the current tag: snapshot the per-tag working docs into
  docs/tags/<Tag>/, write a CHANGELOG entry, run `git tag`, and reset
  per-tag runtime state for the next /gm-gdd round. Does NOT package a
  release — that lives in a separate skill.
  Explicit invocation only — use /gm-finalize.
disable-model-invocation: true

GodotMaker Finalize

$ARGUMENTS

You are sealing the **current tag** (vX.Y.Z) so the next `/gm-gdd` round can start cleanly. This is a per-tag operation, not a "the game is finished" operation. The user may continue to the next tag right after, or stop here — either way, this tag's deliverables are now archived and git-tagged.

Session Setup

**FIRST ACTION — before anything else:** Write `finalize` to `.godotmaker/current_role`.

Resume Check

Read `.godotmaker/stage.jsonl` (treat as empty if missing) — each line is `{"role": X, "ts": Y, ...}`.

  • If `PLAN.md` does not exist or is missing the `**Tag:**` header → STOP. Tell the user the project is in a bad state; re-run `/gm-gdd` to regenerate the current tag's working docs.
  • If **no event with `role == "accept"` and `decision == "accept"`** exists anywhere in the file → STOP. Tell user to run `/gm-accept` first.

(Events with `decision == "fix"` or `decision == "done"` are trace records, not completions.)

  • If `.godotmaker/final_report.json` exists **and** `git tag <Tag>` already exists → STOP. Tell the user:

> "Tag {Tag} already finalized. Run /gm-gdd to start the next tag, or stop here. > If you need to redo this step or have other plans, just tell me."

  • Otherwise → proceed.

**Resume condition for a half-finished archive.** `docs/tags/<Tag>/evidence/manifest.json` records whether the archive is sealed:

| Archive state | Meaning | What to do | |---|---|---| | directory absent | finalize never reached Step 4 | run Step 4 normally | | manifest absent, or `"sealed": false` | a previous run died mid-finalize | re-run Steps 4→6b; both commands overwrite a partial archive | | `"sealed": true` | the tag is already sealed | do NOT re-archive — `archive` / `index` exit 3 on purpose |

`"sealed": true` is written after every other file inside the archive, so an interrupted finalize always lands in the resumable row — there is no state where the tag reads as sealed but the archive is incomplete. If the tag is sealed but `docs/tags/README.md` does not list it, the seal succeeded and only the index write failed: run `python tools/seal_tag.py reindex`, not `archive` or `index`.

Never pass `--force` to work around exit 3. A sealed archive is immutable; if the user genuinely wants to reseal, say so explicitly and get their confirmation first.

Resolve `godot` binary

Read `godot_path` from `.claude/godotmaker.yaml` and substitute it verbatim for `<godot_path>` in every `godot --headless …` command below. The path was validated at publish time and is the source of truth for which Godot binary this project uses.

If `.claude/godotmaker.yaml` is missing the `godot_path` field, fall back to plain `godot` (PATH lookup). If THAT also fails, STOP and tell the user `Godot binary not configured — re-run tools/publish.py to set godot_path in .claude/godotmaker.yaml`. Do NOT spelunk through PATH directories or guess install locations.

Process

1. Read the current tag

Read `PLAN.md`, extract `**Tag:**` header value (e.g. `v0.2.0`). All later steps refer to this as `<Tag>`.

2. Quick Sanity Check

  • `"<godot_path>" --headless --quit 2>&1` — builds clean
  • `PLAN.md` — no `pending` or `in_progress` tasks; all `verified`
  • `.godotmaker/evaluation.json` exists with `result: "approve"`

If any check fails, STOP and tell the user which one — finalize must not seal a broken tag.

3. Document Consistency Check (current tag scope)

Run these fast gates before archiving. For passing gates, continue silently. For failures, update the root doc to match reality and remember the path for `doc_updates`.

  • **PLAN.md**: All tasks are `verified`; Tag Mechanics and Inherited Mechanics sections exist.
  • **STRUCTURE.md**: `extends Component` and `extends System` filenames under `src/` appear in the component/system listings.
  • **ASSETS.md**: Asset paths for current-tag generated rows exist under `assets/` or `references/`.
  • **SCENES.md**: Scene paths referenced for this tag exist on disk.
  • **MEMORY.md**: Confirm it contains only current architecture decisions and project constraints; update it only if the final implementation changed one.

Apply documentation fixes only. Finalize does not change code.

4. Archive into `docs/tags/<Tag>/`

From the project root run:

python tools/seal_tag.py archive <Tag>

The helper copies per-tag working docs, the `memory/` subtree and best-effort runtime evidence:

| Destination | Source | |---|---| | `docs/tags/<Tag>/GDD-snapshot.md` | `GDD.md` | | `docs/tags/<Tag>/PLAN.md` | `PLAN.md` | | `docs/tags/<Tag>/STRUCTURE.md` | `STRUCTURE.md` | | `docs/tags/<Tag>/STYLE.md` | `STYLE.md` | | `docs/tags/<Tag>/SCENES.md` | `SCENES.md` | | `docs/tags/<Tag>/MEMORY.md` | `MEMORY.md` | | `docs/tags/<Tag>/memory/` | `memory/` | | `docs/tags/<Tag>/evaluation-final.json` | `.godotmaker/evaluation.json` | | `docs/tags/<Tag>/evidence/e2e/` | `e2e/` excluding `e2e/screenshots/` | | `docs/tags/<Tag>/evidence/screenshots/` | `e2e/screenshots/` | | `docs/tags/<Tag>/evidence/manifest.json` | generated by `tools/seal_tag.py archive` |

`memory/` is archived alongside `MEMORY.md` so the frozen architecture index still resolves inside the archive. The helper then link-checks the archived `MEMORY.md`:

  • A `memory/…` link with no archived target, an absolute path, or a link escaping the archive → **exit 2**. The archive is left in place but unsealed. Fix the root `MEMORY.md` (or restore the missing `memory/` file) and re-run this step.
  • A link to a live project file that is deliberately not archived (`src/player.gd`) → recorded in the manifest's `link_warning
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