Agent skill

add-feature

Scaffold a new toggleable feature with full structure, storage, API exposure, and bootstrap registration

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Forks 31

Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/add-feature-ariedam64-gemini

SKILL.md

Add Feature Skill

Usage

/add-feature <featureName>

Step 1: Ask Questions

Before creating files, gather this information:

1. Game Data (CRITICAL)

Does this feature need game data?

A) Static data → MGData
B) Real-time state → Globals
C) Both → MGData + Globals
D) None

If A or C (Static data), specify which:

[ ] Plants - definitions, growth stages, harvest data
[ ] Items - definitions, categories, properties
[ ] Pets - definitions, abilities, stats
[ ] Mutations - definitions, effects
[ ] Shops - configurations (not stock)
[ ] Recipes - crafting recipes
[ ] Other: ___________

If B or C (Real-time), specify which:

[ ] currentTile - player's current tile
[ ] myGarden - player's garden state
[ ] myInventory - player's inventory
[ ] myPets - player's pets
[ ] players - other players in room
[ ] shops - current shop stock
[ ] weather - current weather
[ ] gameMap - full map data
[ ] Other: ___________

2. UI Type

A) Gemini HUD only - UI in Gemini overlay
B) Game UI injection - Modifies existing game UI (src/ui/inject/qol/<name>/)
C) Both - Feature logic + game UI injection
D) No UI - Backend/logic only

3. Sprites (if UI selected)

Does the UI need game sprites?

A) Yes → MGSprite.show() / MGSprite.toCanvas()
B) No - Text/icons only

If A, which types?
[ ] Plant sprites  [ ] Item sprites  [ ] Pet sprites
[ ] Cosmetic sprites  [ ] Tile sprites  [ ] Other: ___

4. UI Components (if UI selected)

Does the UI need existing components?
→ REUSE, never recreate!

[ ] ArcadeButton, GeminiIconButton → Buttons
[ ] Modal → Dialogs/popups
[ ] ProgressBar → Progress indicators
[ ] SegmentedControl → Tab-like selection
[ ] Tab → Tabs
[ ] SoundPicker → Audio selection
[ ] Other from src/ui/components/

5. Module Dependencies

[ ] MGCalculators - XP, prices, growth time calculations
[ ] MGCosmetic - Player cosmetic data
[ ] MGTile - Map/tile utilities
[ ] MGAudio - Sound effects, notifications
[ ] MGShopActions - Buy/sell operations
[ ] MGEnvironment - World/environment data
[ ] None

6. WebSocket

A) Outgoing actions - Sends messages (api.ts)
B) Incoming handlers - Reacts to server messages
C) Middleware - Intercept/block/modify outgoing messages
D) Multiple (specify which)
E) None

If C (Middleware), specify:

[ ] Intercept specific message types
[ ] Modify payload before sending
[ ] Block messages based on conditions
[ ] Log/track outgoing messages
Which message types? ___________

7. Brief Description

One sentence for documentation:

Step 2: Create Structure

src/features/<featureName>/
├── types.ts        # Config, constants, types
├── state.ts        # Storage operations
├── index.ts        # Public API (MG<FeatureName>)
├── logic/
│   └── core.ts     # Business logic
├── ui.ts           # (if HUD UI)
├── handler.ts      # (if incoming WS)
└── middleware.ts   # (if WS middleware)

Naming Conventions

  • Folder: camelCasesrc/features/autoHarvest/
  • Public API: MG<PascalCase>MGAutoHarvest
  • Storage key: SCREAMING_SNAKEAUTO_HARVEST
  • Storage value: feature:<camelCase>:configfeature:autoHarvest:config

File Responsibilities

File Purpose
types.ts Config interface with enabled: boolean, STORAGE_KEY, DEFAULT_CONFIG
state.ts loadConfig(), saveConfig(), updateConfig()
index.ts MG<Name> with init, destroy, isEnabled, setEnabled
logic/core.ts start(), stop(), cleanups[] array
ui.ts HUD components (reuse existing!)
handler.ts registerHandlers() for incoming WS
middleware.ts registerFeatureMiddleware(), unregisterFeatureMiddleware()

Read existing features for templates: src/features/*/


Step 3: Register

A) Storage key → src/utils/storage.ts

typescript
export const FEATURE_KEYS = {
    // ... existing
    <FEATURE_NAME>: 'feature:<featureName>:config',
} as const;

B) Export → src/features/index.ts

typescript
export { MG<FeatureName> } from './<featureName>';
export type { <FeatureName>Config } from './<featureName>';

C) API → src/api/index.ts

typescript
import { MG<FeatureName> } from "../features/<featureName>";

Features: {
    <FeatureName>: MG<FeatureName>,
}

D) Bootstrap → src/ui/loader/bootstrap.ts

typescript
import { MG<FeatureName> } from "../../features/<featureName>";

{ name: "<FeatureName>", init: () => MG<FeatureName>.init() }

E) Game UI injection (if applicable)

Create structure in src/ui/inject/qol/<featureName>/:

├── index.ts       # init(), destroy(), isEnabled()
├── inject.ts      # DOM injection logic
├── styles.css.ts  # Scoped styles
└── state.ts       # (optional)

Step 4: Key Patterns

Using Globals (reactive state)

typescript
import { getMyInventory } from '../../../globals/variables/myInventory';

const cleanups: (() => void)[] = [];

function start(): void {
    const unsub = getMyInventory().subscribe((inventory) => {
        // React to changes
        onInventoryChange(inventory);
    });
    cleanups.push(unsub);
}

function stop(): void {
    cleanups.forEach(fn => fn());
    cleanups.length = 0;
}

Using Middleware

typescript
import { registerMiddleware } from '../../websocket/middlewares/registry';

let unregister: (() => void) | null = null;

export function registerFeatureMiddleware(): void {
    if (unregister) return;
    unregister = registerMiddleware((message) => {
        // Return message (pass), modified message, or null (block)
        return message;
    });
}

export function unregisterFeatureMiddleware(): void {
    unregister?.();
    unregister = null;
}

UI with existing components

typescript
import { createArcadeButton, createProgressBar } from '../../ui/components';

function buildUI(container: HTMLElement): void {
    const button = createArcadeButton({ label: 'Action', onClick: handleClick });
    const progress = createProgressBar({ value: 0, max: 100 });

    container.appendChild(button.root);
    container.appendChild(progress.root);

    // Track for cleanup
    cleanups.push(() => {
        button.destroy();
        progress.destroy();
    });
}

Step 5: Validate

Structure

  • types.ts with enabled: boolean in config
  • index.ts exports MG<FeatureName>
  • Public API: init, destroy, isEnabled, setEnabled
  • logic/ folder for business logic

Lifecycle

  • init() is idempotent (safe to call multiple times)
  • destroy() cleans up ALL resources
  • No side effects on import
  • Uses FEATURE_KEYS (not MODULE_KEYS)

Game Data (NEVER hardcode!)

  • Static data → MGData.get('plants'/'items'/'pets'/...)
  • Sprites → MGSprite.show() / MGSprite.toCanvas()
  • Calculations → MGCalculators
  • Real-time → Globals with .subscribe() + unsubscribe in cleanup

UI (if applicable)

  • Reuses existing components (never recreate Button, Modal, etc.)
  • Child components' destroy() called in cleanup
  • Uses CSS variables (no hardcoded colors)
  • If injection: fully removes DOM on destroy

WebSocket (if applicable)

  • Actions via websocket/api.ts only
  • Handlers via registerHandler()
  • Middleware returns message or null, never throws
  • Middleware unregisters on destroy()
  • Message types from protocol.ts enums

Registration

  • Storage key in src/utils/storage.ts
  • Export in src/features/index.ts
  • Exposed in src/api/index.ts
  • Initialized in src/ui/loader/bootstrap.ts

References

  • Rules: .claude/rules/features.md, .claude/rules/core.md
  • Existing features: src/features/*/
  • Modules: src/modules/*/ (MGData, MGSprite, MGCalculators, etc.)
  • Globals: src/globals/variables/
  • WebSocket: src/websocket/ (api.ts, middlewares/, handlers/)
  • UI Components: src/ui/components/
  • UI Injection: src/ui/inject/qol/, .claude/rules/ui/ui.inject.md

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