feat: update Makelore modules and conversations
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This commit is contained in:
inman
2026-07-31 10:08:41 +08:00
parent b8ca3f8eea
commit 80e8386fa6
175 changed files with 8036 additions and 10581 deletions

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@@ -2,133 +2,24 @@ import path from 'node:path';
import { mkdir, readFile, readdir, writeFile } from 'node:fs/promises';
import {
createProjectConfig,
buildResponsibilityPrompt,
getDefaultSuperpowersEnabled,
isProjectTemplateId,
projectTemplates,
YOUTH_PLAIN_LANGUAGE_SKILL_ID,
validateAgentConfigs,
validateAgentNames,
type ProjectAgentConfig,
type ProjectConfig,
type ProjectTemplateId,
} from '../../shared/project-config';
export const PROJECT_CONFIG_PATH = '.niancode/project.json';
function versionOwnerForTemplate(templateId: ProjectTemplateId): string {
if (templateId === 'game-development') return 'game-design';
return 'product-planning';
}
function initialVersionDocument(templateId: ProjectTemplateId, now: string): string {
const owner = versionOwnerForTemplate(templateId);
return `# Project Version
Current: v0.1.0
Status: active
Version Owner: ${owner}
Started At: ${now}
Task Plan: TASKS.md
Summary: docs/versions/v0.1.0/VERSION_SUMMARY.md
Previous: none
`;
}
function initialTaskDocument(templateId: ProjectTemplateId): string {
const owner = versionOwnerForTemplate(templateId);
const isGameTemplate = templateId === 'game-development';
const versionGoal = isGameTemplate
? '建立一个可试玩的最小游戏循环,并完成第一批有来源、可预览、可审核的游戏素材候选。'
: '定义 v0.1.0 的最小可验证目标。';
const nowTasks = isGameTemplate
? `- [ ] TASK-001 明确当前版本目标
- Owner: ${owner}
- Status: todo
- Acceptance: GDD.md 写清玩家目标、核心循环、首个可试玩结果和当前边界
- Evidence: pending
- [ ] TASK-002 建立素材清单和接入策略
- Owner: game-art
- Status: todo
- Acceptance: ASSET_PLAN.md、ART_GUIDE.md 和素材目录已准备;每个缺口都有来源、授权、预览和审核证据规则
- Evidence: pending
- [ ] TASK-003 确认 2D/3D 渲染路径
- Owner: game-development
- Status: todo
- Acceptance: TECH_STACK.md 写清 2D Phaser 3.90.0 或 3D Three.js + TypeScript、浏览器目标和首个可玩验证方式
- Evidence: pending`
: `- [ ] TASK-001 明确当前版本目标
- Owner: ${owner}
- Status: todo
- Acceptance: 当前版本范围、验收和受影响文档已写清
- Evidence: pending`;
return `# TASKS
Project Version: v0.1.0
Document Revision: 1
Last Updated By: ${owner}
> 所有 Agent 共同读取和维护本文件。专业事实写入角色文档这里保留任务状态、Owner、验收、证据摘要、阻塞和链接。
## Version Goal
- ${versionGoal}
## Now
${nowTasks}
## Next
- None
## Blocked
- None
## Version Proposals
- None
## Done
- None
`;
}
const GAME_PROJECT_DIRECTORIES = [
'assets/generated/meowa',
'assets/models',
'assets/review-previews',
'public/assets',
'public/models',
] as const;
const MARKDOWN_FENCE = '```';
function buildGameProjectDocuments(): Record<string, string> {
const header = (title: string, owner: string) => `# ${title}\n\nProject Version: v0.1.0\nDocument Revision: 1\nLast Updated By: ${owner}\n\n`;
return {
'GDD.md': `${header('游戏设计', 'game-design')}## 当前目标\n\n- 玩家目标:待确认\n- 核心循环:待确认\n- 首个可试玩结果:待确认\n- 渲染模式2D默认或 3D用户明确选择时\n- 技术方案待确认2D 使用 Phaser 3.90.03D 使用 Three.js + TypeScript\n- 当前版本边界:只推进一个可验证的玩家体验增量。\n\n## 已确认事实\n\n- 待补充。\n\n## 设计假设与风险\n\n- 假设:待补充。\n- 风险:待补充。\n\n## 交接\n\n- 给 game-art玩家幻想、反馈目标、渲染模式下需要表达的视觉信息待补充。\n- 给 game-development规则、输入、状态变化、渲染模式和验收条件待补充。\n- 给 game-test-release核心循环、目标浏览器和真实试玩路径待补充。\n`,
'TECH_STACK.md': `${header('游戏技术方案', 'game-development')}## 选择规则\n\n- 渲染模式2D默认或 3D用户明确选择时\n- 2D 引擎Phaser 3.90.0,严格固定版本。\n- 3D 引擎Three.js + TypeScript必须记录精确的 three 版本和 lockfile。\n- 当前选择2D / Phaser 3.90.0(待确认)。\n\n## 3D 路径边界\n\n- 用户明确选择 3D 后先更新本文件、GDD.md 和 TASKS.md再开始实现不得把 3D 需求静默降级成 2D也不得把已有 2D 项目静默迁移成 3D。\n- 3D 首个结果必须包含真实浏览器中的场景、相机、一个可操作对象、反馈和重开/继续路径。\n- 3D 模型优先使用 GLB/glTF模型、纹理、动画和授权记录保存在项目内。\n- Meowa game-assets 当前只生成 2D 像素/高清图3D 模型不走 Meowa 生成链路。\n\n## 浏览器与验收\n\n- 目标浏览器和桌面/移动视口:待确认。\n- 3D 需要记录相机、灯光、加载失败、resize、device-pixel-ratio 和性能证据。\n- 只使用项目包管理器和本地资源;不依赖 CDN-only runtime。\n`,
'ASSET_PLAN.md': `${header('游戏素材计划', 'game-art')}## 使用顺序\n\n1. 先搜索 Works Square。\n2. Works Square 不可用或没有合适结果时,再找许可证明确的开源来源。\n3. 2D 缺口仍明确时,使用项目内固定版 game-assets Skill通过 Main 代理调用 Meowa。\n4. 3D 模型缺口使用用户提供、项目内已有或许可证明确的 GLB/glTF 等来源;不把 2D 生成图伪装成 3D 模型。\n\n## 2D/3D 资产边界\n\n- Meowa game-assets 当前只负责 2D 像素/高清光栅素材2D 纹理、UI 和参考图仍需经过相同的预览、授权和审核流程。\n- 3D 模型、骨骼动画、材质和环境资源记录在 assets/models/ 或 public/models/,优先使用 GLB/glTF并记录来源、作者、许可证、格式、版本和预览。\n- 生成物只能写入 assets/generated/meowa/<run>/3D 外部来源必须先复制或整理到项目内,再进入审核。\n\n## 生成规则\n\n- 开始前读取 GDD.md、TECH_STACK.md、ART_GUIDE.md、TASKS.md 和 .niancode/asset-review.json如果存在\n- 生成前运行 skill-doc、config-status 和 template-info确认凭据和真实模版可用后再提交生成。\n- 生成物只能写入 assets/generated/meowa/<run>/,并保留任务响应、最终响应、下载文件和 generation.meta.json。\n- 元数据必须记录 provider、Skill 版本、模板、提示词、任务 ID、生成时间、条款链接和授权状态。\n- 生成物先作为 candidate 保存预览用户明确审核通过后game-development 才能接入 public/assets/ 或 public/models/。\n- Meowa 生成物不能默认标成 CC0 或商业可用授权不清、3D 模型来源不清或没有预览证据时停止并记录阻塞。\n\n## 机器可核验资产清单\n\n${MARKDOWN_FENCE}json\n{\n "schemaVersion": 1,\n "selectionStatus": "draft",\n "selectionDecision": "pending",\n "confirmedAssetIds": [],\n "unresolvedRequiredAssetIds": [],\n "assets": []\n}\n${MARKDOWN_FENCE}\n\n> fenced JSON 是唯一机器记录Markdown 表格只用于给人阅读,不能替代资产清单。\n\n## 候选与接入记录\n\n| ID | 用途 | 类型 | 来源/Provider | 项目内路径 | 许可证/授权状态 | 预览证据 | 状态 |\n| --- | --- | --- | --- | --- | --- | --- | --- |\n| 待补充 | 待补充 | 2D/3D | 待补充 | 待补充 | 待核对 | 待补充 | draft |\n\n## 审核与交接\n\n- 审核批次:待生成。\n- 用户决定:待确认。\n- 接入说明:待补充。\n`,
'ART_GUIDE.md': `${header('游戏美术规范', 'game-art')}## 视觉目标\n\n- 风格:与 GDD.md 中已确认的玩家幻想和渲染模式一致,待补充。\n- 画面重点:让玩家一眼看懂角色、危险、目标和反馈。\n- 资产之间保持一致的比例、视角、轮廓、光照、色彩和命名。\n\n## 2D 规格\n\n- 类型sprite、tileset、背景、UI、特效或音频按 ASSET_PLAN.md 逐项确认。\n- 尺寸、透明背景、锚点、帧数、色板和导出格式:每次接入前明确记录。\n- 像素素材使用 nearest-neighbor高清素材保留原始尺寸和可追溯预览。\n\n## 3D 规格\n\n- 模型格式优先 GLB/glTF记录坐标系、单位、原点、朝向、骨骼/动画、材质、纹理、面数和文件大小。\n- 记录相机、灯光、阴影、透明度、碰撞体和加载失败时的占位方案。\n- 3D 模型不由 Meowa game-assets 生成;必须有项目内路径、预览、来源和授权状态。\n\n## 生成与验收\n\n- 先查已有项目素材和 Works Square再处理明确缺口。\n- 使用 game-assets Skill 时保留 generation.meta.json不在 Agent 中暴露 Key 或直接访问 Meowa。\n- 每个候选必须有项目内可预览证据、来源和授权状态;未审核候选不得替代正式资产。\n- 正式接入只使用审核状态为 approved 的项目内文件。\n`,
};
}
export type ProjectConfigReadResult =
| { status: 'valid'; config: ProjectConfig }
| { status: 'missing' }
| { status: 'invalid'; error: string };
function configPath(projectPath: string): string {
return path.join(projectPath, PROJECT_CONFIG_PATH);
}
function normalizeStringList(value: unknown): string[] {
if (!Array.isArray(value)) return [];
return [...new Set(value.filter((item): item is string => typeof item === 'string').map((item) => item.trim()).filter(Boolean))];
return [...new Set(value
.filter((item): item is string => typeof item === 'string')
.map((item) => item.trim())
.filter(Boolean))];
}
function normalizeAgent(value: unknown): ProjectAgentConfig | null {
@@ -137,17 +28,23 @@ function normalizeAgent(value: unknown): ProjectAgentConfig | null {
const id = typeof raw.id === 'string' ? raw.id.trim() : '';
const name = typeof raw.name === 'string' ? raw.name.trim() : '';
if (!/^[a-z0-9][a-z0-9-]{0,63}$/.test(id)) return null;
const responsibility = raw.responsibility;
if (!responsibility || typeof responsibility !== 'object') return null;
const rawResponsibility = raw.responsibility;
const responsibility = rawResponsibility && typeof rawResponsibility === 'object'
? rawResponsibility as Partial<ProjectAgentConfig['responsibility']>
: {};
return {
id,
avatarId: typeof raw.avatarId === 'string' && /^avatar-(0[1-9]|1[0-6])$/.test(raw.avatarId) ? raw.avatarId : 'avatar-01',
avatarId: typeof raw.avatarId === 'string' && /^avatar-(0[1-9]|1[0-6])$/.test(raw.avatarId)
? raw.avatarId
: 'avatar-01',
roleName: typeof raw.roleName === 'string' && raw.roleName.trim() ? raw.roleName.trim() : '项目伙伴',
name,
// Preserve this legacy marker when reading an existing project. New
// projects never populate it because they start with no Agents.
builtIn: raw.builtIn === true,
enabled: true,
enabled: raw.enabled !== false,
model: typeof raw.model === 'string' && raw.model.trim() ? raw.model.trim() : null,
skillIds: [...new Set([YOUTH_PLAIN_LANGUAGE_SKILL_ID, ...normalizeStringList(raw.skillIds)])],
skillIds: normalizeStringList(raw.skillIds),
responsibility: {
mission: typeof responsibility.mission === 'string' ? responsibility.mission.trim() : '',
owns: normalizeStringList(responsibility.owns),
@@ -155,47 +52,45 @@ function normalizeAgent(value: unknown): ProjectAgentConfig | null {
collaborators: normalizeStringList(responsibility.collaborators),
principles: normalizeStringList(responsibility.principles),
},
prompt: typeof raw.prompt === 'string' && raw.prompt.trim()
? raw.prompt.trim()
: buildResponsibilityPrompt(
typeof raw.roleName === 'string' && raw.roleName.trim() ? raw.roleName.trim() : '项目伙伴',
{
mission: typeof responsibility.mission === 'string' ? responsibility.mission.trim() : '',
owns: normalizeStringList(responsibility.owns),
boundaries: normalizeStringList(responsibility.boundaries),
collaborators: normalizeStringList(responsibility.collaborators),
principles: normalizeStringList(responsibility.principles),
},
),
prompt: typeof raw.prompt === 'string' ? raw.prompt.trim() : '',
archivedAt: typeof raw.archivedAt === 'string' && raw.archivedAt.trim() ? raw.archivedAt.trim() : null,
pinned: raw.pinned === true,
createdAt: typeof raw.createdAt === 'string' && raw.createdAt.trim() ? raw.createdAt.trim() : undefined,
updatedAt: typeof raw.updatedAt === 'string' && raw.updatedAt.trim() ? raw.updatedAt.trim() : undefined,
};
}
export type ProjectConfigReadResult =
| { status: 'valid'; config: ProjectConfig }
| { status: 'missing' }
| { status: 'invalid'; error: string };
export function normalizeProjectConfig(value: unknown): ProjectConfig {
if (!value || typeof value !== 'object' || Array.isArray(value)) throw new Error('Project config must be an object');
if (!value || typeof value !== 'object' || Array.isArray(value)) {
throw new Error('Project config must be an object');
}
const raw = value as Partial<ProjectConfig>;
if (raw.schemaVersion !== 1) throw new Error('Unsupported project config schema');
if (!isProjectTemplateId(raw.templateId)) throw new Error('Unknown project template');
const agents = Array.isArray(raw.agents) ? raw.agents.map(normalizeAgent) : [];
if (agents.some((item) => !item)) throw new Error('Invalid project Agent configuration');
const normalizedAgents = agents.filter((item): item is ProjectAgentConfig => Boolean(item));
const templateRoleNames = new Map(
projectTemplates.find((template) => template.id === raw.templateId)?.agents.map((agent) => [agent.id, agent.roleName]) ?? [],
);
for (const item of normalizedAgents) {
if (item.builtIn && templateRoleNames.has(item.id)) item.roleName = templateRoleNames.get(item.id)!;
if (new Set(normalizedAgents.map((item) => item.id)).size !== normalizedAgents.length) {
throw new Error('Duplicate project Agent id');
}
if (new Set(normalizedAgents.map((item) => item.id)).size !== normalizedAgents.length) throw new Error('Duplicate project Agent id');
const createdAt = typeof raw.createdAt === 'string' && raw.createdAt ? raw.createdAt : new Date().toISOString();
const createdAt = typeof raw.createdAt === 'string' && raw.createdAt
? raw.createdAt
: new Date().toISOString();
const initialized = raw.initialized === true;
if (initialized && validateAgentNames(normalizedAgents).length > 0) throw new Error('Initialized project has invalid Agent names');
if (initialized && validateAgentNames(normalizedAgents).length > 0) {
throw new Error('Initialized project has invalid Agent names');
}
return {
schemaVersion: 1,
templateId: raw.templateId,
initialized,
superpowersEnabled: typeof raw.superpowersEnabled === 'boolean'
? raw.superpowersEnabled
: getDefaultSuperpowersEnabled(raw.templateId),
defaultModel: typeof raw.defaultModel === 'string' && raw.defaultModel.trim() ? raw.defaultModel.trim() : null,
superpowersEnabled: raw.superpowersEnabled === true,
defaultModel: typeof raw.defaultModel === 'string' && raw.defaultModel.trim()
? raw.defaultModel.trim()
: null,
agents: normalizedAgents,
knowledgeDirectory: 'knowledge',
createdAt,
@@ -219,47 +114,40 @@ function yamlString(value: string): string {
export function buildProjectAgentPrompt(config: ProjectConfig, current: ProjectAgentConfig): string {
const peers = config.agents.filter((agent) => agent.id !== current.id);
const versionOwnerId = versionOwnerForTemplate(config.templateId);
const versionAuthority = current.id === versionOwnerId
const responsibility = current.responsibility.mission.trim()
? [
'## 版本负责人权限',
'- 你是当前项目的版本负责人。评估用户和其他 Agent 在 `TASKS.md` 中留下的升版建议,并在新版工作开始前创建版本范围。',
'- 初始版本是 v0.1.0。修复、小优化或素材替换使用 PATCH新增用户/玩家可感知能力使用 MINOR正式发布或不兼容核心变化使用 MAJOR。',
'- 关闭版本前确认所有任务为 Done、Deferred 或明确 Blocked创建增量 `docs/versions/<version>/VERSION_SUMMARY.md`,只归档本版本变化的文档,把未完成任务带来源迁移到下一版本。',
'- 只有你或用户可以把 `VERSION.md` 状态改为 active、released、archived 或 cancelled。归档后只通过明确勘误修正历史。',
'## 你的职责',
current.responsibility.mission,
'',
'## 负责内容',
...current.responsibility.owns.map((item) => `- ${item}`),
'',
'## 工作边界',
...current.responsibility.boundaries.map((item) => `- ${item}`),
'',
'## 工作原则',
...current.responsibility.principles.map((item) => `- ${item}`),
'',
]
: [];
const lines = [
return [
`# ${current.name} · ${current.roleName}`,
'',
`你的名字是「${current.name}」,在与用户对话和介绍自己时使用这个名字。`,
`你在当前项目中的职能是「${current.roleName}」。`,
'',
`你的稳定角色 ID 是 \`${current.id}\`。你只属于当前项目。`,
'',
current.prompt || '按照用户要求完成当前项目内的职责。',
'面向学生、家长或老师输出内容前,使用 `youth-plain-language`,把结论、操作和必要技术词讲成 10 至 16 岁青少年能直接看懂的简体中文。',
...versionAuthority,
'- 这些边界是协作规则,不是文件系统权限。用户明确要求跨界时可以执行,但应说明影响。',
current.prompt.trim(),
...responsibility,
'请尊重用户已有文件和未提交改动;遇到不确定的高影响决策时先说明影响。',
'',
'## 项目伙伴',
...peers.map((peer) => `- ${peer.name}${peer.roleName}${peer.id}`),
...(peers.length > 0
? peers.map((peer) => `- ${peer.name}${peer.roleName}${peer.id}`)
: ['- 暂无其他项目伙伴。']),
'',
'遇到属于其他 Agent 的任务时,明确指出合适的伙伴、需要交接的文件和下一步,不要假装其他 Agent 不存在。',
'',
'- 所有项目 Agent 共享当前项目目录;项目文件是跨会话协作的权威上下文,不依赖自动派发。',
'- 开始前读取与任务有关的上游产物,结束前把实际进展、假设、证据、风险和下一步写入你负责的项目文件。聊天总结不能代替文件产物。',
'- 每次开始工作前读取 `VERSION.md` 和 `TASKS.md`。`VERSION.md` 是当前项目版本的唯一权威索引;`TASKS.md` 是所有 Agent 共同维护的当前版本任务中枢。',
'- 只更新与你工作有关的共享任务状态、Owner、验收、证据、阻塞、版本建议和文档链接专业事实仍写入你的角色产物。',
'- 更新角色 Markdown 文档时同步 `Project Version`、`Document Revision`、`Last Updated By`。项目版本取自 `VERSION.md`,每次实质修改增加文档修订号。',
'- 如果你不是当前 `Version Owner`,只能在 `TASKS.md` 提议 PATCH、MINOR 或 MAJOR 版本及理由,不自行创建或关闭项目版本。用户直接指定版本时遵循用户决定。',
'- 根目录文档只保存当前有效内容;历史版本使用 `docs/versions/<version>/` 的增量快照和 `VERSION_SUMMARY.md`,归档内容原则上只读。',
'- 优先读取项目根目录 `knowledge/` 中与任务相关的资料。',
'- 尊重用户已有文件和未提交改动。',
'',
];
return lines.join('\n');
'项目目录是当前项目的长期上下文。开始工作前读取与任务相关的文件,结束时把实际进展、假设、证据、风险和下一步写入项目文件。',
].join('\n');
}
function buildAgentMarkdown(config: ProjectConfig, agent: ProjectAgentConfig): string {
@@ -268,6 +156,7 @@ function buildAgentMarkdown(config: ProjectConfig, agent: ProjectAgentConfig): s
: ' "*": deny';
const shellPermission = agent.skillIds.includes('game-assets') ? ' bash: allow\n' : '';
const model = agent.model ?? config.defaultModel;
const prompt = agent.prompt.trim() || buildProjectAgentPrompt(config, agent);
return `---
description: ${yamlString(agent.name)}
mode: all
@@ -277,7 +166,7 @@ ${shellPermission} # Skills that produce local assets need the bundled CLI, nev
${skills}
---
${buildProjectAgentPrompt(config, agent)}`;
${prompt}`;
}
async function materializeAgents(projectPath: string, config: ProjectConfig): Promise<void> {
@@ -288,26 +177,71 @@ async function materializeAgents(projectPath: string, config: ProjectConfig): Pr
}));
}
function initialVersionDocument(now: string): string {
return `# Project Version
Current: v0.1.0
Status: active
Version Owner: user
Started At: ${now}
Task Plan: TASKS.md
Summary: docs/versions/v0.1.0/VERSION_SUMMARY.md
Previous: none
`;
}
function initialTaskDocument(): string {
return `# TASKS
Project Version: v0.1.0
Document Revision: 1
Last Updated By: user
> 这里记录当前项目的任务状态、验收、证据、阻塞和下一步;专业事实写入对应项目文件。
## Version Goal
- 定义 v0.1.0 的最小可验证目标。
## Now
- [ ] TASK-001 明确当前版本目标
- Owner: user
- Status: todo
- Acceptance: 当前版本范围、验收和受影响文档已写清
- Evidence: pending
## Next
- None
## Blocked
- None
## Version Proposals
- None
## Done
- None
`;
}
export async function createInitialProjectConfig(
projectPath: string,
templateId: ProjectTemplateId,
options?: { defaultModel?: string | null },
): Promise<ProjectConfig> {
const config = createProjectConfig(templateId);
const config = createProjectConfig();
if (typeof options?.defaultModel === 'string' && options.defaultModel.trim()) {
config.defaultModel = options.defaultModel.trim();
}
await mkdir(path.join(projectPath, '.niancode'), { recursive: true });
await mkdir(path.join(projectPath, 'knowledge'), { recursive: true });
await writeFile(configPath(projectPath), `${JSON.stringify(config, null, 2)}\n`, { encoding: 'utf8', flag: 'wx' });
await writeFile(path.join(projectPath, 'VERSION.md'), initialVersionDocument(templateId, config.createdAt), { encoding: 'utf8', flag: 'wx' });
await writeFile(path.join(projectPath, 'TASKS.md'), initialTaskDocument(templateId), { encoding: 'utf8', flag: 'wx' });
if (templateId === 'game-development') {
await Promise.all(GAME_PROJECT_DIRECTORIES.map((directory) => mkdir(path.join(projectPath, directory), { recursive: true })));
await Promise.all(Object.entries(buildGameProjectDocuments()).map(([fileName, contents]) => (
writeFile(path.join(projectPath, fileName), contents, { encoding: 'utf8', flag: 'wx' })
)));
}
await writeFile(path.join(projectPath, 'VERSION.md'), initialVersionDocument(config.createdAt), { encoding: 'utf8', flag: 'wx' });
await writeFile(path.join(projectPath, 'TASKS.md'), initialTaskDocument(), { encoding: 'utf8', flag: 'wx' });
return config;
}
@@ -317,13 +251,14 @@ export async function writeProjectConfig(projectPath: string, value: unknown): P
const config = normalizeProjectConfig({
...(value as object),
schemaVersion: 1,
templateId: previous.config.templateId,
createdAt: previous.config.createdAt,
updatedAt: new Date().toISOString(),
});
if (config.initialized) {
const nameErrors = validateAgentNames(config.agents);
if (nameErrors.length > 0) throw new Error(`Invalid Agent names: ${nameErrors.join(', ')}`);
const validationErrors = validateAgentConfigs(config.agents);
if (validationErrors.length > 0) {
throw new Error(`Invalid project contact configuration: ${validationErrors.join(', ')}`);
}
await materializeAgents(projectPath, config);
}
await writeFile(configPath(projectPath), `${JSON.stringify(config, null, 2)}\n`, 'utf8');