# Sprint 10a Interview Transcript

*Note: User was AFK. The spec provided is extremely detailed with exact implementation instructions, code snippets, file lists, and constraints. Interview answers are derived from the spec content and codebase research.*

## Q1: What are the primary pain points with agent efficiency?

**Answer (from spec):**
1. Agent takes 25-30 minutes when it could do 10-15
2. Agent gets stuck on obvious things (scene not open, errors not seen)
3. Agent declares "done" without checking results (disconnected path tiles)
4. Agent doesn't see Godot console errors

## Q2: What should the `_editor_state` structure contain?

**Answer (from spec):**
```python
{
    "_editor_state": {
        "open_scene": "res://Main.tscn",      # or "" if no scene open
        "game_running": false,                  # true if game is running
        "recent_errors": ["Error at tower.gd:40 ..."],  # last 3 errors, or []
    }
}
```

This must be attached to EVERY bridge tool response: node_ops, build_scene, save_scene, scene_tree, run, screenshot, input, exec, state_inspect, camera.

## Q3: How should pre-flight checks work?

**Answer (from spec):**
Before executing operations, build_scene and node_ops must verify:
1. A scene is open → if not, return actionable error: "No scene is open in the editor. Call godotiq_exec to open a scene first: EditorInterface.open_scene_from_path('res://Main.tscn')"
2. The scene is the right one (if specified by parameter) → if not, auto-open the correct scene

Error messages must tell the agent WHAT TO DO, not just what's wrong.

## Q4: How should grid connectivity validation work?

**Answer (from spec):**
After build_scene creates nodes in `grid` mode with `overrides`:
1. Check each override tile is adjacent to at least one other override tile
2. Verify distance between adjacent path tiles equals `spacing` (±0.01 tolerance)
3. Include warnings in response if disconnections found

This runs in GDScript in `_handle_build_scene`, after node creation and before `send_response`.

## Q5: What should the QA checklist include?

**Answer (from spec):**
6 mandatory steps before declaring "done":
1. Spatial coherence — spatial_audit(detail="brief"), 0 critical/warning
2. Grid/path connectivity — check build_scene warnings
3. Code quality — validate every .gd file
4. Signal wiring — signal_map for orphans
5. Gameplay test — run, state_inspect, input, state_inspect, stop
6. Report to user — never claim to "see" visual results

## Q6: What efficiency rules should guide the agent?

**Answer (from spec):**
- Don't overthink — act. Call the tool, get feedback
- Batch operations — build_scene over individual node_ops
- Don't repeat tool calls — cache results in working memory
- Check _editor_state in every response
- One script, one validate — don't batch script writing then validate

## Q7: Which files should be modified vs NOT modified?

**Answer (from spec):**

**Modify:**
| File | Changes |
|------|---------|
| `godot-addon/addons/godotiq/godotiq_server.gd` | `_get_editor_state()` helper, attach to ALL responses, `_validate_grid_connectivity()`, improved pre-flight checks |
| `src/godotiq/tools/bridge/build_scene.py` | Include connectivity warnings in response |
| `src/godotiq/prompts/godot_development.md` | QA checklist + efficiency rules |

**Do NOT modify:**
- Parsers (tscn_parser, gd_parser, scene_resolver, project_index)
- Analysis tools (scene_map, dependency_graph, signal_map, etc.)
- Existing bridge tools (except adding _editor_state)
- Existing tests (only add new ones)

## Q8: How should errors be captured from Godot?

**Answer (from research + spec):**
The existing debugger.gd captures `godotiq:error` messages from running games. For editor-side errors, we need to:
1. Intercept errors via EditorDebuggerPlugin `_has_capture("error")`
2. Store recent errors in a ring buffer on the server
3. Return last 3 errors via `_get_editor_state().recent_errors`

For Godot 4.0-4.4 compatibility, use the debugger protocol approach (not Logger class which requires 4.5+).

## Q9: What's the testing strategy?

**Answer (from spec + research):**
- All existing tests must pass (no regression)
- New unit tests for grid connectivity validation
- Tests are pure Python with mocked bridge responses
- Manual testing protocol provided in spec for live Godot verification
- pytest with pytest-asyncio, asyncio_mode = "auto"
