← ClaudeAtlas

game-refactorlisted

Batch refactor Godot code quality after testing. Use with /game-refactor.
AirMile/claude-config · ★ 0 · Code & Development · score 78
Install: claude install-skill AirMile/claude-config
# Refactor ## Overview Optional quality step on completed features. Not a status-gate — features are DONE after `/game-verify`. This skill improves code structure, naming, and patterns on already-finished features. Batch-first architecture: analyzes ALL features in parallel via Explore agents, triages clean vs dirty, generates GDScript-aware refactor patterns via Context7, creates one combined plan with one approval, and applies changes with per-feature rollback. **Trigger**: `/game-refactor` or `/game-refactor {feature-name}` ## Scope Rule: Feature Files Only **This skill ONLY refactors files that belong to the feature.** - Extract all code file paths from `feature.json` → `files[]` — these are the **pipeline files** - ONLY these files may be analyzed, planned, and modified - **NEVER** touch, scan, plan, or modify files outside this list - Valid path patterns: `scripts/`, `scenes/`, `resources/`, `tests/` - **Exception:** New utility/helper scripts may be **created** if they exclusively extract code from pipeline files (e.g., extracting shared logic into a new `utils/` script). Existing external files may NEVER be modified. - If a pattern scan or research finding points to an external file — skip it, do not include in plan - If a DRY violation spans a pipeline file and an external file — only refactor the pipeline file side This rule exists because refactoring external files risks breaking other features and creates unpredictable side effects. ## When to Use - Afte