Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add rules/yoruto/prd-kit/naming-conventionsgit clone --depth 1 https://github.com/Yoruto/prd-kitWhat it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00000 | $0.02142 |
| Opus 5 | $0.00000 | $0.01071 |
| Sonnet 5 | $0.00000 | $0.00428 |
| Haiku 4.5 | $0.00000 | $0.00214 |
Grade A, and why
naming-conventions scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 195 lines — stays where its author put it; the contents beside it link to each section on GitHub.
命名规范
prd-kit 说明:本文件为可选 Stack Profile。请与
framework.mdc及核心规则00-prd-kit.mdc、prd-workflow.mdc一并使用。以下「存量 / 本仓库」指采用此 profile 的目标游戏项目,路径请按你仓库实际调整。
游戏与场景逻辑使用 C#,命名统一为 C# 风格。addons/** 下的 GDScript 插件可沿用 Godot 惯用写法;本文件以 C# 规则为主,插件脚本见文末简短对照。
存量与目标: 下列规则为 目标规范。仓库中已有文件名或符号(如 ToolUI、Enums.Tool)若不一致,后续重构对齐,新代码应优先符合本文件。
1. 类型、类、场景、节点 — PascalCase
类、脚本类名、场景资源、场景树节点均使用 PascalCase。
public partial class Player : CharacterBody2D
{
// 场景中节点命名应有意义,避免保留默认泛名
// 好: GetNode<ProgressBar>("HealthBar")
// 差: GetNode<Sprite2D>("Sprite2D") — 应改为语义化名称
}
场景文件:Player.tscn,而非 player.tscn。
2. UI 脚本 — 目标后缀 View
任何直接依赖 Godot UI 控件(Control、Panel、VBoxContainer、Button、Label 等)的脚本,目标命名为 *View:
| 目标命名 | 存量 / 待重命名示例 |
|---|---|
ShopView |
ShopUI |
ToolView |
ToolUI |
ResourceView |
ResourceUI |
PlantInfoView |
PlantInfo |
DialogView |
Dialog |
FishingGameView |
FishingGame(含 UI 逻辑时) |
ShopButtonView |
ShopButton(若主要为 UI 控件逻辑) |
非 View 的 UI 相关类型保留原后缀:
UIManager — 管理器
OpenViewCommand — 命令
3. 脚本用途后缀(C#)
每个类型名使用且仅使用一种后缀,便于从文件名识别职责:
| 后缀 | 用途 | 示例 |
|---|---|---|
View |
依赖 UI 节点的场景脚本 | ShopView、BagView |
Manager |
子系统管理 | UIManager、SaveManager |
Command |
单一用户动作 | OpenViewCommand |
Data |
配置或纯数据 | ItemData、PlantData |
Resource / Res |
自定义 Resource 子类 |
PlantResource(与项目现有 PlantResource.cs 一致时可优先 Resource) |
Service |
领域服务 | WeatherService |
Controller |
输入或流程控制 | Player 可与 Controller 组合命名视项目习惯 |
Component |
可复用行为节点脚本 | HealthComponent |
State |
状态机状态 | FishingState |
System |
Autoload / 全局入口 | EventSystem |
Factory |
创建逻辑 | ItemFactory |
Helper |
静态工具 | MathHelper |
不要混用多个后缀(例如 ShopViewManager)。
4. 常量 — C_ 前缀 + 可读形式
目标(C#): 使用前缀 C 后接 PascalCase 片段,表达清晰且避免全大写下划线与常规 C# 公共常量风格冲突过大:
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 2d ago First seen · 195 lines · 0 tokens per session scan A 7debd9dd5dca
naming-conventions is a cursor rule published in the GitHub repository Yoruto/prd-kit (2 stars, last pushed 4mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,142 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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