refactor: 拆分 claude-dev-stack 为 windows-dev-stack 和 wsl-dev-stack
将原 claude-dev-stack 目录拆分为独立的 Windows 和 WSL 部署栈,便于分别维护和使用。 Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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import { readFileSync } from "node:fs";
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import { fileURLToPath } from "node:url";
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import { dirname, resolve } from "node:path";
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const FALLBACK_INSTRUCTIONS = `# Godot MCP Pro
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You have access to the Godot MCP Pro toolset for building and testing Godot games through the editor.
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## Critical rules
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- Tools are split into **editor** (always available) and **runtime** (require \`play_scene\` first).
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- Never edit \`project.godot\` directly — use \`set_project_setting\`.
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- For input simulation, use short \`simulate_key\` durations (0.3–0.5s), not integer seconds.
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- \`execute_editor_script\` / \`execute_game_script\` must be valid GDScript; use \`_mcp_print(value)\` to return output.
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## Getting oriented
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- \`get_project_info\` — project overview
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- \`get_scene_tree\` — current scene structure
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- For a full usage guide, see \`instructions/CLAUDE.md\` in the installed package.
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`;
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/**
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* Loads CLAUDE.md from the shipped `instructions/` directory so Claude has
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* the essential usage guide from message #1 of every session. Falls back to
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* a terse built-in string if the file can't be located (e.g. custom layouts).
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*/
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export function loadInstructions() {
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const here = dirname(fileURLToPath(import.meta.url));
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const candidates = [
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resolve(here, "../../instructions/CLAUDE.md"),
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resolve(here, "../../../instructions/CLAUDE.md"),
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resolve(here, "../../../../instructions/CLAUDE.md"),
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];
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for (const path of candidates) {
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try {
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const content = readFileSync(path, "utf8");
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if (content.trim().length > 0)
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return content;
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}
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catch {
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// try next
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}
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}
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return FALLBACK_INSTRUCTIONS;
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}
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//# sourceMappingURL=load-instructions.js.map
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