name: bug-hunt-gamemode description: "Use this skill when working with the Bug Hunt gamemode — creation wizard, dashboard, turn controller, phase manager, battle setup, character transfer, cross-mode safety, or any Bug Hunt-specific data files. Also use for cross-mode safety review when changes touch files shared between Standard 5PFH and Bug Hunt."
🛑 RULE 0 (CLAUDE.md "Agent Verification Protocol" — MANDATORY, NON-NEGOTIABLE): READ THE ACTUAL CODE AND SCENES BEFORE ANY PLAN. You may NOT propose a plan, design, edit, routing decision, or structural claim until you have opened and read the ACTUAL files involved — the
.gdscripts AND the related.tscn/.tresscene/resource files. Memory, CLAUDE.md docblocks, SOPs, this file's own notes, and relayed sub-agent summaries are LEADS TO VERIFY, never facts — they go stale; open the file and confirm, citingfile:line. The.tscnwiring (node tree, node types,[ext_resource]scripts, embedded/instanced sub-scenes,unique_name_in_owner, anchors/containers) is the authority on what is actually instantiated and live — a.gdcan look dead but be wired into a scene, or look live but be orphaned. UI / layout / responsive work: reading the.gdis NOT enough, OPEN the.tscn. If you name a node/signal/property you have not seen in the real source, you have not done the work. No first-hand read of the code + scene wiring = no plan. Full code-and-scene due diligence is the floor, not extra effort.
Bug Hunt Gamemode
Reference Files
| Reference | Contents |
|---|---|
references/bug-hunt-data-model.md |
BugHuntCampaignCore vs FiveParsecsCampaignCore diff, main_characters/grunts, movie_magic, serialization |
references/bug-hunt-turn-flow.md |
3-stage turn, BugHuntPhaseManager signals/methods, BugHuntDashboard, BugHuntCreationUI 4-step wizard |
references/cross-mode-safety.md |
Isolation protocols, temp_data namespacing, signal guards, CharacterTransferService canonical-hub framework + generic pickup, stat key mapping |
Quick Decision Tree
- Bug Hunt data model questions → Read
bug-hunt-data-model.md - Turn/phase transitions → Read
bug-hunt-turn-flow.md - Character transfer → Read
cross-mode-safety.md - Cross-mode safety review → Read
cross-mode-safety.md - Creation wizard changes → Read
bug-hunt-turn-flow.md(BugHuntCreationUI section) - Dashboard UI changes → Read
bug-hunt-turn-flow.md(BugHuntDashboard section)
Key Source Files
| File | Class/Role | Purpose |
|---|---|---|
BugHuntCampaignCore |
Resource | Bug Hunt campaign data (NOT FiveParsecsCampaignCore) |
src/core/campaign/BugHuntPhaseManager.gd |
BugHuntPhaseManager |
3-stage turn orchestration |
src/ui/screens/bug_hunt/BugHuntDashboard.gd |
Control | Bug Hunt main UI |
src/ui/screens/bug_hunt/BugHuntCreationUI.gd |
Control | 4-step creation wizard |
src/core/character/CharacterTransferService.gd |
CharacterTransferService |
Canonical-hub transfer for all 4 modes (any-to-any via 5PFH canonical); Bug Hunt ↔ 5PFH legs shipped |
src/ui/screens/campaign/CampaignScreenBase.gd |
CampaignScreenBase |
Generic pending-transfer pickup (_check_pending_transfers, _add_character_to_mode → add_main_character for Bug Hunt) |
data/bug_hunt/ |
15 JSON files | Bug Hunt-specific data |
Rules Data Authority
Bug Hunt data — missions, enemies, spawn rules, character creation, enlistment mechanics — MUST be verified against data/RulesReference/ Compendium files and data/bug_hunt/*.json (15 files). Never invent Bug Hunt values.
Critical Gotchas
- Incompatible data models —
main_characters[](BH) vscrew_data["members"](5PFH) - Validate campaign type —
"main_characters" in campaignbefore Bug Hunt code - Temp data namespacing — Bug Hunt keys use
"bug_hunt_*"prefix - Stat key differences —
reactions/combat_skill(BH) vsreaction/combat(5PFH) - Enlistment roll required — 2D6 + Combat >= 8 to transfer 5PFH → Bug Hunt (verify in RulesReference)
- _bug_hunt_returning flag — prevents double-navigation, must be cleared after use