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    starwards

    starwards-tdd

    starwards/starwards-tdd
    Coding
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    SKILL.md

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    About

    Test-driven development for Starwards - write the test first, watch it fail, write minimal code to pass; includes Jest unit tests, Playwright E2E tests, Colyseus state sync, @gameField decorators,...

    SKILL.md

    Test-Driven Development for Starwards

    Overview

    Write the test first. Watch it fail. Write minimal code to pass.

    Core principle: "If you didn't watch the test fail, you don't know if it tests the right thing."

    Starwards-specific: Test state sync, decorators, multiplayer scenarios, and UI interactions.

    When to Use

    Always:

    • New ship systems (@gameField decorators)
    • New space objects (Spaceship, Projectile, etc.)
    • Bug fixes in game logic
    • UI widget changes (Tweakpane panels)
    • Multiplayer scenarios (Colyseus state sync)
    • Command handlers (JSON Pointer or typed commands)

    Exceptions (ask first):

    • Throwaway prototypes
    • Configuration files
    • Static assets

    The Iron Law

    NO PRODUCTION CODE WITHOUT A FAILING TEST FIRST
    

    Write code before the test? Delete it. Start over.

    No exceptions:

    • Don't keep it as "reference"
    • Don't "adapt" it while writing tests
    • Don't look at it
    • Delete means delete

    Implement fresh from tests. Period.

    Violating the letter of the rules is violating the spirit of the rules.

    Starwards Test Types

    1. Unit Tests (Jest) - modules/*/test/*.spec.ts

    For: Game logic, state managers, utility functions

    Run: npm test (all) or npm test -- modules/core/test/specific.spec.ts

    Pattern:

    // modules/core/test/shield.spec.ts
    import { Shield } from '../src/ship/shield';
    
    describe('Shield', () => {
      test('recharges at design rate', () => {
        const shield = new Shield();
        shield.strength = 500;
        shield.design.rechargeRate = 100;
    
        // Simulate 1 second update
        shield.strength += shield.design.rechargeRate * 1.0;
    
        expect(shield.strength).toBeCloseTo(600, 1);
      });
    });
    

    2. Integration Tests (Jest + Test Harness) - modules/*/test/*.spec.ts

    For: Ship systems interaction, multiplayer scenarios, state sync

    Use: ShipTestHarness or MultiClientDriver from docs/testing/UTILITIES.md

    Pattern:

    // modules/core/test/shield-sync.spec.ts
    import { ShipTestHarness } from './ship-test-harness';
    
    describe('Shield state sync', () => {
      test('strength syncs to all clients', async () => {
        const harness = new ShipTestHarness();
        await harness.connect();
    
        // Change shield strength server-side
        harness.shipManager.state.shield.strength = 750;
    
        // Wait for sync
        await harness.waitForSync();
    
        // Verify client received update
        expect(harness.shipDriver.state.shield.strength).toBe(750);
    
        await harness.cleanup();
      });
    });
    

    3. E2E Tests (Playwright) - modules/e2e/test/*.spec.ts

    For: UI interactions, Tweakpane panels, visual verification

    Run: npm run test:e2e or npm run test:e2e -- --headed

    Pattern:

    // modules/e2e/test/shield-panel.spec.ts
    import { test, expect } from '@playwright/test';
    import { createTestClient } from './test-infrastructure';
    
    test('shield power slider updates strength', async ({ page }) => {
      const client = await createTestClient(page);
    
      // Locate shield panel by data-id
      const shieldPanel = page.locator('[data-id="Shield Status"]');
      await expect(shieldPanel).toBeVisible();
    
      // Get initial strength
      const initialStrength = await getPropertyValue(page, 'strength', 'Shield Status');
    
      // Adjust power slider
      await shieldPanel.locator('.tp-slider').fill('0.5');
    
      // Wait for state update
      await page.waitForTimeout(100);
    
      // Verify strength changed
      const newStrength = await getPropertyValue(page, 'strength', 'Shield Status');
      expect(newStrength).not.toBe(initialStrength);
    
      await client.cleanup();
    });
    

    Red-Green-Refactor: Starwards Examples

    Example 1: New Ship System with @gameField

    RED - Write Failing Test:

    // modules/core/test/shield.spec.ts
    import { Shield } from '../src/ship/shield';
    
    describe('Shield', () => {
      test('has max strength from design', () => {
        const shield = new Shield();
        shield.design.maxStrength = 1000;
    
        expect(shield.strength).toBeLessThanOrEqual(shield.design.maxStrength);
      });
    });
    

    Verify RED:

    $ npm test -- modules/core/test/shield.spec.ts
    FAIL: Cannot find module '../src/ship/shield'
    

    Good! Test fails because Shield doesn't exist.

    GREEN - Minimal Code:

    // modules/core/src/ship/shield.ts
    import { SystemState, DesignState } from './system';
    import { gameField } from '../game-field';
    import { range } from '../range';
    
    class ShieldDesign extends DesignState {
      @gameField('float32') maxStrength = 1000;
    }
    
    export class Shield extends SystemState {
      @gameField(ShieldDesign) design = new ShieldDesign();
      @gameField('float32')
      @range((t: Shield) => [0, t.design.maxStrength])
      strength = 1000;
    }
    

    Verify GREEN:

    $ npm test -- modules/core/test/shield.spec.ts
    PASS ✓ Shield > has max strength from design
    

    REFACTOR: Extract common system patterns if needed.

    Example 2: Multiplayer State Sync

    RED - Write Failing Test:

    // modules/core/test/shield-command.spec.ts
    import { ShipTestHarness } from './ship-test-harness';
    
    describe('Shield power command', () => {
      test('syncs shield power to clients', async () => {
        const harness = new ShipTestHarness();
        await harness.connect();
    
        // Send command from client
        harness.shipDriver.room.send({
          type: '/Spaceship/ship-0/shield/power',
          value: 0.5
        });
    
        await harness.waitForSync();
    
        // Verify server received update
        expect(harness.shipManager.state.shield.power).toBe(0.5);
    
        await harness.cleanup();
      });
    });
    

    Verify RED:

    $ npm test -- modules/core/test/shield-command.spec.ts
    FAIL: Property 'shield' does not exist on ShipState
    

    GREEN - Add to ShipState:

    // modules/core/src/ship/ship-state.ts
    @gameField(Shield) shield!: Shield;
    

    Verify GREEN:

    $ npm test -- modules/core/test/shield-command.spec.ts
    PASS ✓ Shield power command > syncs shield power to clients
    

    Example 3: Tweakpane UI Widget

    RED - Write E2E Test:

    // modules/e2e/test/shield-widget.spec.ts
    import { test, expect } from '@playwright/test';
    import { createTestClient } from './test-infrastructure';
    
    test('shield widget displays current strength', async ({ page }) => {
      const client = await createTestClient(page);
    
      // Navigate to ship screen with shield widget
      await page.goto('http://localhost:3000/#/ship/ship-0');
    
      // Find shield panel by data-id
      const shieldPanel = page.locator('[data-id="Shield Status"]');
      await expect(shieldPanel).toBeVisible();
    
      // Check strength label exists
      await expect(shieldPanel.locator('label:has-text("strength")')).toBeVisible();
    
      await client.cleanup();
    });
    

    Verify RED:

    $ npm run test:e2e -- shield-widget.spec.ts
    FAIL: Locator not found: [data-id="Shield Status"]
    

    GREEN - Create Widget:

    // modules/browser/src/widgets/shield.ts
    import { createPane } from '../panel/blades';
    import { ShipDriver } from '@starwards/core';
    
    export function renderShield(ship: ShipDriver, container: HTMLElement) {
      const pane = createPane({
        title: 'Shield Status',
        container
      });
    
      const shield = ship.state.shield;
    
      pane.addBinding(shield, 'strength', {
        readonly: true,
        label: 'strength'
      });
    
      return container;
    }
    

    Register widget in Dashboard, rebuild, verify GREEN.

    Starwards-Specific Patterns

    Testing @gameField Decorators

    test('@gameField syncs float32 values', () => {
      const shield = new Shield();
      shield.strength = 123.456789;
    
      // Float32 precision loss expected
      expect(shield.strength).toBeCloseTo(123.46, 1);
    });
    

    Testing @range Constraints

    test('@range clamps shield strength to design max', () => {
      const shield = new Shield();
      shield.design.maxStrength = 1000;
      shield.strength = 1500; // Exceeds max
    
      // @range decorator should clamp
      expect(shield.strength).toBe(1000);
    });
    

    Testing Multiplayer with MultiClientDriver

    import { MultiClientDriver } from '@starwards/server/test/multi-client-driver';
    
    test('multiple clients see same shield state', async () => {
      const driver = new MultiClientDriver();
      await driver.start();
    
      const [client1, client2] = await Promise.all([
        driver.joinShip('ship-1'),
        driver.joinShip('ship-1')
      ]);
    
      // Change shield on server
      driver.getShipManager('ship-1').state.shield.strength = 800;
    
      await driver.waitForSync();
    
      // Both clients see update
      expect(client1.state.shield.strength).toBe(800);
      expect(client2.state.shield.strength).toBe(800);
    
      await driver.cleanup();
    });
    

    Testing UI with Page Object Pattern

    class ShieldPanelPage {
      constructor(private page: Page) {}
    
      async setPower(value: number) {
        const slider = this.page.locator('[data-id="Shield Status"] .tp-slider');
        await slider.fill(value.toString());
      }
    
      async getStrength(): Promise<number> {
        return getPropertyValue(this.page, 'strength', 'Shield Status');
      }
    }
    
    test('adjusting shield power affects strength', async ({ page }) => {
      const client = await createTestClient(page);
      const shieldPanel = new ShieldPanelPage(page);
    
      await shieldPanel.setPower(0.5);
      await page.waitForTimeout(100);
    
      const strength = await shieldPanel.getStrength();
      expect(strength).toBeGreaterThan(0);
    
      await client.cleanup();
    });
    

    Verification Commands

    Unit tests:

    npm test                                           # All tests
    npm test -- modules/core/test/shield.spec.ts      # Specific file
    npm test -- --testNamePattern="shield recharge"   # Specific test
    npm test -- --watch                               # Watch mode
    

    E2E tests:

    npm run test:e2e                                   # Headless
    npm run test:e2e -- --headed                       # With browser
    npm run test:e2e -- shield-widget.spec.ts          # Specific file
    npm run test:e2e -- --update-snapshots             # Update screenshots
    

    Full verification:

    npm run test:types    # TypeScript check
    npm run test:format   # ESLint + Prettier
    npm test              # Unit tests
    npm run test:e2e      # E2E tests
    

    Common Starwards Test Patterns

    Float Precision

    // WRONG
    expect(state.speed).toBe(123.456789);
    
    // CORRECT
    expect(state.speed).toBeCloseTo(123.46, 1);
    

    Angle Wrapping

    test('angle wraps at 360°', () => {
      ship.angle = 370;
      expect(ship.angle).toBe(10); // toPositiveDegreesDelta
    });
    

    Velocity Zero Check

    // WRONG
    expect(ship.velocity.x === 0 && ship.velocity.y === 0).toBe(true);
    
    // CORRECT
    expect(XY.isZero(ship.velocity, 0.01)).toBe(true);
    

    System Effectiveness

    test('broken system has 0 effectiveness', () => {
      shield.broken = true;
      expect(shield.effectiveness).toBe(0);
    });
    
    test('hacked system reduces effectiveness', () => {
      shield.hacked = 0.3;
      shield.power = 1.0;
    
      const expected = 1.0 * (1 - 0.3); // power × (1 - hacked)
      expect(shield.effectiveness).toBeCloseTo(expected, 2);
    });
    

    Monorepo Testing Considerations

    Run tests from root:

    npm test                    # Runs all module tests
    npm test -- --projects=core # Only core module
    

    Module-specific:

    cd modules/core && npm test
    cd modules/server && npm test
    

    Watch during development:

    # Terminal 1: Build core on change
    cd modules/core && npm run build:watch
    
    # Terminal 2: Run tests on change
    npm test -- --watch
    

    Integration with Other Skills

    • systematic-debugging - Use when tests fail unexpectedly
    • verification-before-completion - Run full test suite before claiming done
    • starwards-monorepo - Understand workspace test organization

    Common Rationalizations - STOP

    Excuse Reality
    "Too simple to test" Simple code breaks. Test takes 30 seconds.
    "I'll test after" Tests passing immediately prove nothing.
    "Tests after achieve same goals" Tests-after = "what does this do?" Tests-first = "what should this do?"
    "Already manually tested" Ad-hoc ≠ systematic. No record, can't re-run.
    "Deleting X hours is wasteful" Sunk cost fallacy. Keeping unverified code is technical debt.
    "Keep as reference, write tests first" You'll adapt it. That's testing after. Delete means delete.
    "Need to explore first" Fine. Throw away exploration, start with TDD.
    "Test hard = design unclear" Listen to test. Hard to test = hard to use.
    "TDD will slow me down" TDD faster than debugging. Pragmatic = test-first.
    "Manual test faster" Manual doesn't prove edge cases. You'll re-test every change.

    Red Flags - STOP and Start Over

    • Code before test
    • Test after implementation
    • Test passes immediately (didn't watch it fail)
    • Can't explain why test failed
    • Tests added "later"
    • Rationalizing "just this once"
    • "I already manually tested it"
    • "Tests after achieve the same purpose"
    • "It's about spirit not ritual"
    • "Keep as reference" or "adapt existing code"
    • "Already spent X hours, deleting is wasteful"
    • "TDD is dogmatic, I'm being pragmatic"
    • Skipping Playwright tests for UI changes
    • Not using ShipTestHarness for multiplayer tests
    • Mocking Colyseus state sync instead of testing it
    • "I'll add E2E tests later" for new widgets

    All of these mean: Delete code. Start over with TDD.

    Final Rule

    Production code → test exists and failed first
    UI widget → E2E test exists and failed first
    Multiplayer feature → integration test with harness exists and failed first
    Otherwise → not TDD
    

    No exceptions.

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