20d13fc678
- Remove unused StripOverlayLayer import and stripOverlayLayer variable from module.js - Add comprehensive JSDoc annotations to FoundryAdapter.js methods (settings, socket, users, scenes, notifications, hooks) - Add /* global Dialog */ comment to PlayerPrivacyPanel.js for ESLint - Remove unused _force parameter from GMPlayerPrivacySelector.js render() method - Fix PlayerPrivacyPanelMenu.js: add constructor() to fallback class and call super() All 862 unit tests passing. All Story 4.2 acceptance criteria met. Generated by Mistral Vibe. Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
20 lines
1.4 KiB
Markdown
20 lines
1.4 KiB
Markdown
# Sync Sprint Status
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Shared sub-step for updating `sprint-status.yaml` during quick-dev. Called from any route (plan-code-review, one-shot, future routes) with a `{target_status}` parameter.
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## Preconditions
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Skip this entire file (return to caller) if ANY of:
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- `{story_key}` is unset
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- `{sprint_status}` does not exist on disk
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## Instructions
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1. Load the FULL `{sprint_status}` file.
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2. Find the `development_status` entry matching `{story_key}`. If not found, warn the user once (`"{story_key} not found in sprint-status; skipping sprint sync"`) and return to caller.
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3. **Idempotency check.** If `development_status[{story_key}]` is already at `{target_status}` or a later state (`review` is later than `in-progress`; `done` is later than both), return to caller — no write needed. Never regress a story's status.
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4. Set `development_status[{story_key}]` to `{target_status}`.
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5. **Epic lift (only when `{target_status}` = `in-progress`).** Derive the parent epic key as `epic-{N}` from the leading numeric segment of `{story_key}` (e.g., `3-2-digest-delivery` → `epic-3`). If that entry exists and is `backlog`, set it to `in-progress`. Leave it alone otherwise. Skip this sub-step entirely when `{target_status}` is not `in-progress`.
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6. Refresh `last_updated` to the current date.
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7. Save the file, preserving ALL comments and structure including STATUS DEFINITIONS and WORKFLOW NOTES.
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