Architecture Guardian
Purpose
Act as the architect in the engineer-architect review process. Before writing code, review the proposed changes against the documented architecture in docs/ARCHITECTURE.md to ensure:
- Layer boundaries are respected
- Separation of concerns is maintained
- Existing patterns are followed
- New patterns align with architectural principles
When to Invoke
Proactive (Before Coding)
- User requests new feature implementation
- User asks for architectural review
- Planning refactoring of existing systems
- Adding new subsystems or components
- Modifying cross-cutting concerns
Reactive (Before Committing)
- After implementing significant changes
- Before creating pull requests
- When user says "review architecture" or "check compliance"
Workflow
Phase 1: Understand the Intent
Ask clarifying questions:
- What is the goal of this change? (feature, bug fix, refactor)
- Which components will be affected?
- What new code will be written? (classes, functions, files)
- Are there existing patterns that should be followed?
- What layer should this logic live in? (UI, Service, Middleware, Engine, Data)
Phase 2: Review Architecture Documentation
Read relevant sections:
docs/ARCHITECTURE.md- Core principles and layer descriptionsdocs/ARCHITECTURE.mdsections 6-7 - Service Layer and Middleware patternsdocs/ARCHITECTURE.md"Architecture Evolution" - Recent refactorings and rationaledocs/DESIGN_PATTERNS.md- Comprehensive catalog of all design patterns used in codebase.claude/CLAUDE.md- Development standards
Identify applicable patterns (see docs/DESIGN_PATTERNS.md for details):
- Is this a combat action? → Must use middleware (Chain of Responsibility pattern)
- Is this context assembly? → Must use service layer (Builder pattern)
- Is this AI decision? → Must be in systems/ai/ (Strategy pattern)
- Is this game state? → Must be in game engine, not UI
- Is this object creation? → Use Factory pattern (CharacterFactory, LLMProviderFactory)
- Is this cross-system communication? → Use Observer pattern (EventBus)
- Is this content/data? → Use Registry pattern (DataLoader) with JSON files
- Is this time-based effect? → Use TimeManager
- Is this resource tracking? → Use ResourcePool system
Phase 3: Evaluate Proposed Approach
Check against architectural rules:
Rule 1: Layer Boundaries (CRITICAL)
❌ VIOLATIONS:
- UI layer contains game logic (combat resolution, dice rolling, AI decisions)
- Game engine imports from UI layer
- Service layer contains presentation logic
- Data layer contains business logic
✅ CORRECT:
- UI → Service → Engine → Data (dependency flow)
- Each layer only depends on layers below it
- No circular dependencies
Rule 2: Combat Action Pattern (REQUIRED)
❌ VIOLATIONS:
- Direct validation in action handlers (if not in_combat, if not is_turn)
- Manual resource refunding on failure
- Inconsistent action consumption
- Missing logging
✅ CORRECT:
- All combat actions use CombatActionExecutor
- Middleware handles validation, logging, cleanup
- Action handlers focus only on action logic
- Resources auto-refund on failure
Rule 3: Context Assembly Pattern (REQUIRED)
❌ VIOLATIONS:
- CLI queries data_loader directly (items_data, monsters_data, races_data)
- Manual assembly of attack/spell context (60+ lines)
- Repeated data queries across handlers
✅ CORRECT:
- Use CombatContextService.get_attack_parameters()
- Use CombatContextService.get_combatant_context()
- Use CombatContextService.build_attack_context()
- Context assembly in one reusable place
Rule 4: AI and Game State (REQUIRED)
❌ VIOLATIONS:
- AI decisions in CLI (target selection, condition removal)
- Combat history stored in CLI
- Enemy numbering in CLI instance variables
- Battlefield state built in UI layer
✅ CORRECT:
- AI decisions in systems/ai/
- Combat history in GameState
- Enemy numbering in InitiativeTracker/CombatEngine
- Battlefield state from CombatEngine.get_battlefield_state()
Rule 5: Separation of Concerns (FUNDAMENTAL)
✅ RESPONSIBILITIES BY LAYER:
- UI Layer: Display, input, formatting
- Service Layer: Data assembly, context building
- Middleware Layer: Validation, cross-cutting concerns
- Game Engine: Mechanics, state, deterministic rules
- Data Layer: JSON content, no logic
Phase 4: Provide Recommendations
Output format:
# Architecture Review: [Feature/Change Name]
## Intent
[What the user wants to accomplish]
## Proposed Approach
[High-level description of the planned implementation]
## Architecture Analysis
### ✅ Compliant Aspects
- [What follows architecture correctly]
- [Existing patterns being used properly]
### ⚠️ Concerns
- [Potential violations or anti-patterns]
- [Areas that need adjustment]
### ❌ Violations
- [Clear architecture violations]
- [Specific rules being broken]
## Recommendations
### 1. [Recommendation Title]
**Issue**: [What's wrong with current approach]
**Fix**: [How to align with architecture]
**Pattern**: [Which documented pattern to use]
**Example**: [Code snippet or reference]
### 2. [Next Recommendation]
[Same structure]
## Decision
**APPROVED** ✅ - Proceed with implementation (may have minor suggestions)
**APPROVED WITH CHANGES** ⚠️ - Proceed after addressing concerns
**REJECTED** ❌ - Requires redesign to meet architecture principles
## Next Steps
1. [Action item]
2. [Action item]
Phase 5: Validate After Implementation (Optional)
If invoked after code is written:
- Read modified files - Use git diff or direct file reads
- Check for patterns - Search for anti-patterns
- Validate layer boundaries - Ensure correct imports
- Report findings - Same format as Phase 4
Anti-pattern detection:
# Search for these in wrong places:
- "resolve_attack" in ui/ files → Game logic in UI
- "data_loader.load" in cli.py (not in service) → Direct data access
- "if not in_combat" in handle_* methods → Validation bypass
- "pool.current += 1" after failures → Manual resource refund
- "min(living_party, key=lambda" in ui/ → AI in UI
Example Interactions
Example 1: New Combat Action
User: "I want to add a 'Dash' action that lets characters move twice"
Guardian Response:
# Architecture Review: Dash Action
## Intent
Add Dash action (use action to double movement speed until end of turn)
## Proposed Approach
Add handle_dash() method to CLI that consumes an action and sets movement buff
## Architecture Analysis
### ✅ Compliant Aspects
- Adding to existing CLI command structure
- Will use action economy system
### ⚠️ Concerns
- Need to ensure middleware pattern is used
- Movement buff should be in game state, not CLI variable
### ❌ Violations
None identified yet
## Recommendations
### 1. Use Combat Middleware Pattern
**Issue**: New combat actions must go through validation pipeline
**Fix**: Use CombatActionExecutor with ActionType.ACTION
**Pattern**: See ARCHITECTURE.md Section 7 - Middleware Layer
**Example**:
```python
def handle_dash(self):
context = self.action_executor.execute(
actor=current_character,
action_type=ActionType.ACTION,
action_name="dash",
action_handler=lambda ctx: self._execute_dash(ctx)
)
2. Store Movement Buff in Game State
Issue: Movement modifiers are game state, not UI state Fix: Add movement buff to Character or create timed effect Pattern: Use TimeManager for temporary effects Example: Similar to concentration spells
Decision
APPROVED WITH CHANGES ⚠️
Follow middleware pattern and store state in game engine.
Next Steps
- Implement handle_dash() using middleware
- Add _execute_dash() with buff logic
- Store movement modifier in Character or TimeManager
- Write unit tests for dash action
### Example 2: Context Assembly
**User**: "I need to show weapon details in the attack display"
**Guardian Response**:
Architecture Review: Enhanced Attack Display
Intent
Show weapon properties (damage type, properties) in combat output
Architecture Analysis
⚠️ Concerns
- CLI already uses CombatContextService for attacks
- Need to extend AttackContext, not query data_loader in CLI
Recommendations
1. Extend CombatContextService
Issue: Don't add data queries to CLI Fix: Add weapon properties to AttackParameters dataclass Pattern: Service layer handles all data assembly Example:
# In services/combat_context.py
@dataclass
class AttackParameters:
# ... existing fields ...
weapon_properties: List[str] # NEW: ["finesse", "versatile"]
# Update get_attack_parameters() to populate this field
Decision
APPROVED ✅
Extend service layer, don't add queries to UI.
## Key Architectural Principles to Enforce
From `docs/ARCHITECTURE.md` and `docs/DESIGN_PATTERNS.md`:
1. **Separation of Concerns**: Game rules, content, narrative, and UI are completely separated
2. **Data-Driven Design**: All content in JSON, not hardcoded (Registry pattern via DataLoader)
3. **Event-Driven Architecture**: Components communicate via event bus (Observer pattern)
4. **Extensibility**: Easy to add content, features, systems (Strategy, Factory patterns)
5. **Deterministic Core + Creative Enhancement**: Game engine is deterministic; LLM only enhances narrative
6. **Dependency Injection**: Make dependencies explicit and testable (constructor injection)
7. **Inversion of Control**: Systems don't control each other; control flows through events
## Common Violations to Watch For
1. **Game logic creeping into UI**
- Combat resolution in CLI
- AI decisions in UI layer
- Dice rolling in presentation code
2. **Bypassing established patterns**
- Combat actions without middleware
- Context assembly without service layer
- Direct data queries in UI
3. **State management confusion**
- Game state in UI layer
- Combat history in CLI
- Display logic in game engine
4. **Breaking layer boundaries**
- UI importing from UI (circular)
- Engine importing from UI (upward dependency)
- Service importing from UI (wrong direction)
## Success Criteria
A successful architecture review should:
- ✅ Identify layer boundary violations before implementation
- ✅ Guide engineer to correct pattern/layer
- ✅ Reference specific sections of ARCHITECTURE.md
- ✅ Provide concrete code examples
- ✅ Make a clear approve/reject decision
- ✅ Prevent technical debt from accumulating
The goal is **prevention, not just detection** - catch issues at design time, not commit time.
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