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/godot-auditor

@57c9225

Godot Expert Auditor: Aurelius. Exhaustive never-list enforcement and architectural slap-down for Godot 4.7 projects. Use when auditing signal decay, ObjectDB orphans, typed Array/Dictionary slop, material.duplicate batch breaks, export case-sensitivity, Expression.execute risks, or sector never-lists. Keywords: auditor, Aurelius, never-list, signal decay, ObjectDB orphans, typed Array, export case-sensitivity, instance uniforms, PackedScene.get_state.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-auditor

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referencescategoriescombat-system.md

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Aurelius Protocol: Combat System NEVER List

  • NEVER use direct damage references (target.health -= 10) — This bypasses armor, resistances, and invincibility logic. Always use a DamageData + HealthComponent pattern for consistent results.
  • NEVER forget invincibility frames (i-frames) — Without them, multi-hit attacks deal damage every single frame. Always apply a brief invincibility period (0.1–0.5s) after taking a hit.
  • NEVER keep hitboxes active permanently — This causes unintended "ghost" damage. Enable and disable hitboxes precisely using AnimationPlayer tracks or code-timed triggers.
  • NEVER use groups for physics-based hit filtering — Collision layers are evaluated in C++ and are significantly faster. Groups don't restrict physics intersections adequately for high-performance combat.
  • NEVER emit damage signals without a DamageData object — A raw number loses critical context like damage type, source, and knockback direction.
  • NEVER use try/catch blocks with validate targets — GDScript does not support exceptions. Use has_method(&"take_damage") or the is operator for safe type checking.
  • NEVER hardcode hitstun pauses using OS.delay_msec() — This blocks the entire OS thread and freezes the game. Use create_tween() or Engine.time_scale for visual hit-stop effects.
  • NEVER apply massive impulses to a RigidBody inside _process() — Physics-altering impulses must happen in _physics_process() or _integrate_forces() to remain deterministic and stable.
  • NEVER couple UI lifebars directly inside the Player script — Use a health_changed signal. This keeps your combat logic clean and independent of UI implementation details.
  • NEVER leave CollisionShapes active on dead entities — Corpses will block players and towers. Disable them immediately using set_deferred("disabled", true).
  • NEVER scale CollisionShapes non-uniformly — Non-uniform scaling breaks the physics engine's collision math. Always scale the internal resource (e.g., CircleShape2D.radius) instead.
  • NEVER use instanced Nodes for base stat data — Nodes carry unnecessary overhead. Use Godot's Resource class for lightweight, efficient, and inspectable stat containers.
  • NEVER use raw strings for elemental damage types — Strings are slow and error-prone. Use enum flags (optionally with @export_flags) to manage multi-type damage efficiently.
  • NEVER use standard strings for state names in high-frequency loops — Use StringName (&"attacking", &"stunned") to drastically improve dictionary lookups and hash comparison speeds.
  • NEVER forget to duplicate() a shared Resource stats block — If you don't call duplicate() when instancing a mob, all enemies of that type will share the same health pool.
<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html - https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md — domain skill owning this never-list sector - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-debugging-profiling/SKILL.md — measure alleged slop before rewrite - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md — simulate balance impact of structural fixes Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md -->

Source: SKILL.md on GitHub

No alerts16d3 checks · Risk SAFE
  • Gen Agent Trust Hub16d

    The skill is a comprehensive Godot 4.7 project auditor that statically analyzes GDScript code and project memory metrics. No malicious behavior or security risks were detected.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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