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story-readiness

Check whether development tasks are ready for implementation by reviewing acceptance criteria, design decisions, dependencies, and required evidence. Receive one of four verdicts for each task, with specific gaps and suggested fixes.

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Is a story implementation-ready? Checks clear acceptance criteria, open questions, ADR refs. READY/NEEDS WORK/BLOCKED/NOT ASSESSED.

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适用场景

  • Checking a task before assigning implementation
  • Reviewing all tasks in the current sprint
  • Finding ambiguous acceptance criteria
  • Identifying unresolved design decisions and dependencies

包含的文件(2)

  • SKILL.md27.2 KB
  • CONTRACT.md6.3 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,workflow,qa.level,testing.strict,system_overrides

Resolved above — use as-is; --review overrides review_mode. No block → defaults in .claude/docs/config-resolution.md.

Story Readiness

This skill validates that a story file contains everything a developer needs to begin implementation — no mid-sprint design interruptions, no guessing, no ambiguous acceptance criteria. Run it before assigning a story.

This skill is read-only. It never edits story files. It reports findings and asks whether the user wants help filling gaps.

Output: Verdict per story (READY / NEEDS WORK / BLOCKED / NOT ASSESSED) with a specific

NOT ASSESSED is not a synonym for BLOCKED. BLOCKED is a finding about the story — a Proposed ADR, an ADR file it names that does not exist, an unresolved dependency — and it tells the reader exactly what to clear. Use NOT ASSESSED when the story could not be evaluated at all: the file is unreadable or unparseable, a referenced ADR exists but has no readable ## Status (malformed), or a referenced design document cannot be located, so the checks below cannot run. Collapsing that into BLOCKED reports a blocker that does not exist and hides the one that does — the reader chases a phantom blocker instead of the unreadable file. READY must never be reachable for a story that was not actually evaluated.

Precedence — first matching rule wins, in this order: BLOCKED, then NEEDS WORK, then NOT ASSESSED, then READY. NOT ASSESSED outranks READY (a story that could not be evaluated has not been shown ready) and ranks below both failure verdicts (a known blocker is more actionable than an unknown, and demoting it behind an access problem buries it). A story with both a real blocker and an unevaluable check is BLOCKED — the blocker is the actionable finding. This half of the rank has to be stated: the rule above establishes only that READY is unreachable, which would leave the ordering against BLOCKED to inference. gap list for each non-ready story.


Phase 0: Resolve Review Mode

See .claude/docs/director-gates.md for the full check pattern and mode definitions. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.

Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).

Resolve the workflow tier per story (per .claude/docs/workflow-modes.md): for the system a story belongs to (the GDD filename stem of its GDD: path; the [system] segment of a TR-[system]-NNN ID is a fallback alias only), use the system_overrides row for that system if the block lists one, else the project value. When validating multiple stories (all / sprint scope), resolve per story — different systems may sit at different tiers. The tier sets which checklist sections block — see the note in Section 3.

qa.level: controls whether a test requirement is validated. At minimal, the "Test evidence requirement is clear" item auto-passes (no requirement validated); at standard, validate the per-type test requirement (strictness from testing.strict); at full, also validate a coverage target. Distinct axis from workflow. UI and Visual/Feel stories are the exception at minimal: their retained screenshot is required at every qa.level, so for them the item is still validated — the tests are waived, the look is not.


1. Parse Arguments

Scope: $ARGUMENTS with any --review <mode> pair removed (blank = ask user via AskUserQuestion). What remains is one value — a path may contain spaces.

  • Specific path (e.g., /story-readiness production/epics/combat/story-001-basic-attack.md): validate that single story file.
  • sprint: read the current sprint plan from production/sprints/ (most recent file), extract every story path it references, validate each one.
  • all: glob production/epics/**/*.md, exclude EPIC.md index files, validate every story file found.
  • No argument: ask the user which scope to validate.

If no argument is given, use AskUserQuestion:

  • "What would you like to validate?"
    • Options: "A specific story file", "All stories in the current sprint", "All stories in production/epics/", "Stories for a specific epic"

Report the scope before proceeding: "Validating [N] story files."

If the scope resolves to ZERO story files, stop and report NOT ASSESSED — no stories in scope. Name which scope was searched and which path was empty (production/epics/**/*.md, the sprint file's story list, or the specific path given), and route: /create-epics [layer] then /create-stories [epic-slug].

The zero-scope path is mandatory. Without it an empty glob falls through to the Section 5 aggregate template and renders Ready: 0 / Needs Work: 0 / Blocked: 0 above an empty list — indistinguishable from "I checked every story and none needed work". It is the core failure of this framework exactly: a scan that finds nothing because there was nothing to scan, reported the same way as a clean result. Three zeros read as a healthy sprint.

Note what made this survive: NOT ASSESSED was already in this skill's vocabulary, but the body scoped it to per-story evaluation failures (an unreadable or unparseable file, an ADR with no readable Status). The verdict existed; the case that most needs it had no route to it. It is a recurring shape — a correct fix that did not reach one surface.

A zero-story sprint scope is not the same as an absent sprint file. If production/sprints/ has no file at all, say that instead — "no sprint plan found" and "the sprint plan lists no stories" send the reader to different fixes, and Section 7 already draws that distinction for the handoff block.


2. Load Supporting Context

Before checking any stories, load reference documents once (not per-story):

  • design/gdd/systems-index.md — to know which systems have approved GDDs
  • docs/architecture/control-manifest.md — story-readiness needs only the header Manifest Version: date (its manifest check is existence + version, not the rule bodies), so grep it (Grep pattern="Manifest Version" path="docs/architecture/control-manifest.md") rather than a full read. If the file does not exist, note it as missing once; do not re-flag per story.
  • docs/architecture/tr-registry.yaml — index all entries by id. Used to validate TR-IDs in stories. If the file does not exist, note it once; TR-ID checks will auto-pass for all stories (registry predates stories, so missing registry means stories are from before TR tracking was introduced).
  • All ADR status fields — resolve these with one scan, not one read per ADR. A Status: value is a single line; reading whole ADR files to find it costs the entire architecture corpus, and in all scope that multiplies across every story in the repo:
    Grep pattern="^## Status" glob="docs/architecture/adr-*.md" output_mode="content" -A 3
    
    Establish the denominator first (glob docs/architecture/adr-*.md, count N) and interpret against it: 0 matches with N > 0 means malformed ADRs, not "no Accepted ADRs" — report "run /architecture-decision retrofit [file]" rather than failing every story's ADR check. Never treat an unreadable status as a failed one. Cache the resulting map; do not re-scan per story.
  • The current sprint file (if scope is sprint) — to identify Must Have / Should Have priority for escalation decisions

3. Story Readiness Checklist

For each story file, evaluate every item below. A story is READY only if all items pass or are explicitly marked N/A with a stated reason.

Workflow tier adjustment (resolved in Phase 0, per the story's system). The full checklist below is the full baseline:

  • full — every item is blocking (TR registry + ADR + control manifest fully validated).
  • standard — Design Completeness and Scope Clarity stay blocking. In Architecture Completeness, an ADR the story references that is missing, Proposed, Deprecated or Superseded BLOCKS at every tier (see that section's note). Beyond that, only a critical (Foundation-layer) ADR that is missing or Proposed BLOCKS; an absent "ADR referenced" note is advisory (NEEDS WORK note, not BLOCKED). The TR-ID and manifest items are advisory.
  • minimal — acceptance-criteria check only: evaluate Design Completeness and Scope Clarity. Treat the rest of Architecture Completeness as N/A — except that a referenced ADR that is missing, Proposed, Deprecated or Superseded still BLOCKS. Do not flag a missing ADR, TR-ID or manifest reference.

Design Completeness

  • GDD requirement referenced: The story includes a design/gdd/ path and quotes or links a specific requirement, acceptance criterion, or rule from that GDD — not just the GDD filename. A link to the document without tracing to a specific requirement does not pass. At minimal, design/game-brief.md — the MVP feature and the Player goal & fail state the story traces to — stands in for the GDD.
  • Requirement is self-contained: The acceptance criteria in the story are understandable without opening the GDD. A developer should not need to read a separate document to understand what DONE means.
  • Acceptance criteria are testable: Each criterion is a specific, observable condition — not "implement X" or "the system works correctly". Bad example: "Implement the jump mechanic." Good example: "Jump reaches max height of 5 units within 0.3 seconds when jump is held."
  • No acceptance criteria require judgment calls (auto-pass for Type: Visual/Feel): Criteria like "feels responsive" or "looks good" are not testable without a defined benchmark. For Logic, Integration, UI, and Config/Data stories, these must be replaced with specific observable conditions. For Visual/Feel stories, subjective criteria are expected and this check auto-passes — instead verify that each subjective criterion has a paired playtest protocol or evidence requirement (e.g., "evidence doc required at production/qa/evidence/[slug]-evidence.md"). PASS if the acceptance criterion ends with or is accompanied by an explicit reference to a file path such as production/qa/evidence/[slug]-evidence.md. NEEDS WORK if the criterion is purely subjective with no evidence file path specified.

Architecture Completeness

The BLOCKED / fail outcomes in this section are the full baseline, with one rule that holds at every tier: an ADR the story references that is missing, Proposed, Deprecated or Superseded BLOCKS. /dev-story stops on it at full, standard and minimal alike, so a READY here would send the story straight into a stop. Beyond that, apply the tier note above: at standard the other items are advisory unless they concern a critical ADR; at minimal the rest of this section is N/A.

At standard, an advisory item — a stale manifest version, missing engine notes or manifest rules for a non-critical ADR — is written up like a NEEDS WORK item, under Gaps with its Fix: line, but it never BLOCKS and does not by itself downgrade READY. An ADR is critical when the **Layer** row of its ## Engine Compatibility table says Foundation, or when that row is missing — when in doubt, treat it as critical (.claude/docs/workflow-modes.md). Read the rows once, alongside the Section 2 status scan: Grep pattern="\*\*Layer\*\*" glob="docs/architecture/adr-*.md" output_mode="content".

  • ADR referenced or N/A stated: The story references at least one ADR, OR explicitly states "No ADR applies" with a brief reason. A story with no ADR reference and no explicit N/A note fails this check.
  • ADR is Accepted (not Proposed): For each referenced ADR, check its Status: field using the cached ADR statuses loaded in Section 2.
    • If Status: Accepted → pass.
    • If Status: Proposed → BLOCKED: the ADR may change before it is accepted, and the story's implementation guidance could be wrong. Fix: BLOCKED: ADR-NNNN is Proposed — wait for acceptance before implementing.
    • If the ADR file does not exist → BLOCKED: referenced ADR is missing.
    • If Status: is Deprecated or Superseded by ADR-XXXX → BLOCKED: the decision no longer stands. Fix: BLOCKED: ADR-NNNN is [status] — point the story at [successor] (edit its ADR field — /create-stories never rewrites an existing story).
    • If the ADR file exists but has no readable ## Status (the Section 2 scan found none in it) → NOT ASSESSED for this check: its status is unknown, not failed. Name the file and route to /architecture-decision retrofit [file].
    • Auto-pass if story has an explicit "No ADR applies" N/A note.
  • TR-ID is valid and active: If the story contains a TR-[system]-NNN reference, look it up in the TR registry loaded in Section 2.
    • If the ID exists and status: active → pass.
    • If the ID exists and status: deprecated or status: "superseded-by: ..." (quoted or not) → NEEDS WORK: the requirement was removed or replaced. Fix: update the story to reference the current requirement ID or remove if no longer applicable.
    • If the ID does not exist in the registry → NEEDS WORK: ID was not registered (story may predate registry, or registry needs an /architecture-review run).
    • Auto-pass if the story has no TR-ID reference OR if the registry does not exist.
  • Manifest version is current: If the story has a Manifest Version: date in its header AND docs/architecture/control-manifest.md exists:
    • If story version matches current manifest Manifest Version: → pass.
    • If story version is older than current manifest → NEEDS WORK: new rules may apply. Fix: review changed manifest rules, update story if any forbidden/required entries changed, then update the story's Manifest Version: to current.
    • Auto-pass if either the story has no Manifest Version: field OR the manifest does not exist.
  • Engine notes present: For any post-cutoff engine API this story is likely to touch, implementation notes or a verification requirement are included. If the story clearly does not touch engine APIs (e.g., it is a pure data/config change), "N/A — no engine API involved" is acceptable.
  • Control manifest rules noted: Relevant layer rules from the control manifest are referenced, OR "N/A — manifest not yet created" is stated. This item auto-passes if docs/architecture/control-manifest.md does not exist yet (do not penalize stories written before the manifest was created).

Scope Clarity

  • Estimate present: The story includes a size estimate (hours, points, or a t-shirt size). A story with no estimate cannot be planned.
  • In-scope / Out-of-scope boundary stated: The story states what it does NOT include, either in an explicit Out of Scope section or in language that makes the boundary unambiguous. Without this, scope creep during implementation is likely.
  • Story dependencies listed: If this story depends on other stories being DONE first, those story IDs are listed. If there are no dependencies, "None" is explicitly stated (not just omitted).

Open Questions

  • No unresolved design questions: The story does not contain text flagged as "UNRESOLVED", "TBD", "TODO", "?", or equivalent markers in any acceptance criterion, implementation note, or rule statement.
  • Dependency stories are not in DRAFT: For each story listed as a dependency, check if the file exists and does not have a DRAFT status. A story that depends on a DRAFT or missing story is BLOCKED, not just NEEDS WORK.

Asset References Check

  • Referenced assets exist: Scan the story text for asset path patterns (paths containing assets/, or file extensions .png, .jpg, .svg, .wav, .ogg, .mp3, .glb, .gltf, .tres, .tscn, .res).
    • For each asset path found: use Glob to check whether the file exists.
    • If any referenced asset does not exist: NEEDS WORK — note the missing path(s). (The story references assets that have not been created yet. Either remove the reference, create a placeholder, or mark it as an explicit dependency on an asset creation story.)
    • If all referenced assets exist: note "Referenced assets verified: [count] found."
    • If no asset paths are referenced in the story: note "No asset references found in story — skipping asset check." This item auto-passes.
    • This is an existence-only check. Do not validate file format or content.

Definition of Done

  • Minimum testable acceptance criteria by story type:
    • Logic / Integration stories: at least 3
    • Visual/Feel and UI stories: at least 2
    • Config/Data stories: at least 1 Apply the threshold matching the story's Type: field. If the story has fewer than the minimum, mark as NEEDS WORK.
  • Performance budget noted if applicable: If this story touches any part of the gameplay loop, rendering, or physics, a performance budget or a "no performance impact expected — [reason]" note is present.
  • Story Type declared: The story includes a Type: field in its header identifying the test category (Logic / Integration / Visual/Feel / UI / Config/Data). Without this, test evidence requirements cannot be enforced at story close. Fix: Add Type: [Logic|Integration|Visual/Feel|UI|Config/Data] to the story header.
  • Test evidence requirement is clear (auto-pass at qa.level: minimal for Logic, Integration and Config/Data stories — no test evidence is required for them; never for UI or Visual/Feel, whose retained screenshot is required at every qa.level): If the Story Type is set, the story includes a ## Test Evidence section stating where evidence will be stored (test file path for Logic/Integration; for UI, where the retained screenshot of each screen touched goes under production/qa/evidence/; for Visual/Feel, that plus the sign-off doc production/qa/evidence/[story-slug]-evidence.md). Resolve this item's gate level from the testing.strict block resolved in Phase 0 — not by reading project.yaml, which would ignore a developer's locally-overridden value. Map the Story Type to a key (Logic→logic, Integration→integration, Visual/Feel→visual, UI→ui, Config/Data→config) and take testing.strict.<key>; use it only if its value is true or false (case-insensitive). If the key is absent, empty, or holds any other value, read testing.strict as a plain boolean (legacy single-value form); if that too is absent or invalid, default to strict for Logic, Integration, Visual/Feel and UI, and advisory for Config/Data. Surface any unrecognized value to the user.
    • At a strict gate level, a missing ## Test Evidence section marks the story NEEDS WORK.
    • At an advisory gate level, a missing section is listed as a gap but does not by itself downgrade the verdict from READY. Fix: Add ## Test Evidence with the expected evidence location for the story's type.

4. Verdict Assignment

Assign one of four verdicts per story, first match wins in the order BLOCKED, NEEDS WORK, NOT ASSESSED, READY (the precedence stated at the top):

READY — All checklist items pass, have explicit N/A justifications, or are advisory-level gaps (a checklist item whose gate level resolved to advisory via testing.strict, or one the Section 3 workflow tier note makes advisory). Advisory gaps are still listed under Gaps in the output. The story can be assigned immediately.

NEEDS WORK — One or more checklist items fail, but all dependency stories exist and are not DRAFT. The story can be fixed before assignment.

BLOCKED — One or more dependency stories are missing or in DRAFT state, OR a governing ADR is Proposed, Deprecated or Superseded, or its file is missing (Section 3's ADR check), OR a critical design question (flagged UNRESOLVED in a criterion or rule) has no owner. The story cannot be assigned until the blocker is resolved. Note: a story that is BLOCKED may also have NEEDS WORK items — list both.

NOT ASSESSED — the story could not be evaluated at all (unreadable or unparseable file, a referenced ADR with no readable ## Status, or a referenced design document that cannot be located, so the checks cannot run — a referenced ADR file that does not exist is BLOCKED instead). Name what could not be read. Never READY.


5. Output Format

Single story output

## Story Readiness: [story title]
File: [path]
Verdict: [READY / NEEDS WORK / BLOCKED / NOT ASSESSED]

### Passing Checks (N/[total])
Design Completeness: [passing items, briefly]
Architecture Completeness: [passing items — or "N/A — [reason]", e.g. "N/A at `minimal` (referenced-ADR check applied)"]
Scope Clarity: [passing items]
Open Questions: [passing items]
Asset References: [passing items — or "no asset references"]
Definition of Done: [passing items]

### Gaps
- [Checklist item]: [exact description of what is missing or wrong]
  Fix: [specific text needed to resolve this gap]

### Blockers (if BLOCKED)
- [What is blocking]: [story ID or design question that must resolve first]

Name all six check groups under Passing Checks every time. A group with nothing passing says so ("none — see Gaps"), so a reader can see that each group was evaluated rather than skipped.

Multiple story aggregate output

## Story Readiness Summary — [scope] — [date]

Ready:        [N] stories
Needs Work:   [N] stories
Blocked:      [N] stories
Not Assessed: [N] stories

### Ready Stories
- [story title] ([path])

### Needs Work
- [story title]: [primary gap — one line]
- [story title]: [primary gap — one line]

### Blocked Stories
- [story title]: Blocked by [story ID / design question]

---
[Full detail for each non-ready story follows, using the single-story format]

Sprint escalation

If the scope is sprint and any Must Have stories are NEEDS WORK, BLOCKED or NOT ASSESSED, add a prominent warning at the top of the output:

WARNING: [N] Must Have stories are not implementation-ready.
[List them with their primary gap or blocker.]
Resolve these before the sprint begins or replan with `/sprint-plan update`.

6. Collaborative Protocol

This skill is read-only. It never proposes edits or asks to write files.

After reporting findings, offer:

"Would you like help filling in the gaps for any of these stories? I can draft the missing sections for your approval."

If the user says yes for a specific story, draft only the missing sections in conversation. Do not use Write or Edit tools — the user (or /create-stories) handles writing.

Redirect rules:

  • If a story file does not exist at all: "This story file is missing entirely. Run /create-epics [layer] then /create-stories [epic-slug] to generate stories from the GDD and ADR."
  • If a story has no GDD reference and the work appears small: "This story has no GDD reference. If the change is small (under about one week of implementation), run /quick-design [description] to create a Quick Design Spec, then reference that spec in the story."
  • If a story's scope has grown beyond its original sizing: "This story appears to have expanded in scope. Consider splitting it or escalating to the producer before implementation begins."

7. Next-Story Handoff

After completing a single-story readiness check (not all or sprint scope):

  1. Read the current sprint file from production/sprints/ (most recent).
  2. Find stories that are:
    • Status: READY or NOT STARTED
    • Not the story just checked
    • Not blocked by incomplete dependencies
    • In the Must Have or Should Have tier

If any are found, surface up to 3:

### Other Ready Stories in This Sprint

1. [Story name] — [1-line description] — Est: [X hrs]
2. [Story name] — [1-line description] — Est: [X hrs]

Run `/story-readiness [path]` to validate before starting.

If no sprint file exists, or no other ready stories are found, say which — Next ready stories: no sprint file found or Next ready stories: none ready in [sprint] — rather than omitting the section. The two mean different things (nothing to read versus nothing ready) and an omitted section reads as neither.


Phase 8: Director Gate — Story Readiness Review

Apply the review mode resolved in Phase 0 before spawning QL-STORY-READY:

  • solo → skip. Note: "QL-STORY-READY skipped — Solo mode." Proceed to close.
  • lean → skip. Note: "QL-STORY-READY skipped — Lean mode." Proceed to close.
  • full → spawn as normal.

Spawn qa-lead via Agent using gate QL-STORY-READY (.claude/docs/director-gates/ql-story-ready.md).

Pass the context that gate lists, plus this skill's findings:

  • Story file path
  • Story type (Logic / Integration / Visual/Feel / UI / Config/Data) — the gate's prompt branches on it
  • Acceptance criteria list (verbatim, all items)
  • The GDD requirement the story covers (TR-ID and text)
  • Dependency status (all dependencies listed and their current state: exist / DRAFT / missing)
  • Overall verdict (READY / NEEDS WORK / BLOCKED / NOT ASSESSED) from Phase 4

Handle the verdict per standard rules in director-gates.md:

  • ADEQUATE → story is cleared. Proceed to close.
  • GAPS [list] → surface the specific gaps to the user via AskUserQuestion: options: Update story with suggested gaps / Accept and proceed anyway / Discuss further.
  • INADEQUATE → the gate says the story must be revised before sprint inclusion, so it is not READY: the verdict becomes at least NEEDS WORK (a BLOCKED one stays BLOCKED). List the gaps and restate the final verdict line, then ask whether to update the story or proceed anyway. If the user proceeds anyway, the verdict stays NEEDS WORK (BLOCKED if it was BLOCKED) and the output states the override — "proceeding despite QL-STORY-READY: INADEQUATE (user override)" — never a silent READY.
  • NOT ASSESSED [missing input] → the gate made no judgement; never read it as ADEQUATE. Name the missing input and offer to supply it and re-run the gate; otherwise a READY verdict becomes NOT ASSESSED (BLOCKED and NEEDS WORK stand).

Recommended Next Steps

  • Run /dev-story [story-path] to begin implementation once the story is READY
  • Run /story-readiness sprint to check all stories in the current sprint at once
  • Run /create-stories [epic-slug] if a story file is missing entirely

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