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/godot-turn-system

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Expert blueprint for turn-based combat with turn order, action points, phase management, and timeline systems for strategy/RPG games. Covers speed-based initiative, interrupts, and simultaneous turns. Use when implementing turn-based combat OR tactical systems. Keywords turn-based, initiative, action points, phase, round, turn order, combat.

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

This session only. Nothing lands on disk.

SKILL.md

β‰ˆ91 tokens always: the name and description. β‰ˆ2.6k when used: this file. β‰ˆ1.2k more on demand in 2 files.

NEVER Do (Expert Anti-Patterns)

Order & Determinism

  • NEVER recalculate turn order every action; strictly sort once per round or ONLY when a speed-relevant stat changes to prevent O(n log n) lag.

  • NEVER use random tie-breaking for initiative; strictly use a secondary static attribute (Agility, ID, or persistent "luck") for deterministic replays.

  • NEVER modify an active turn-order queue while iterating it; strictly iterate over a duplicate() or apply queue modifications after the loop.

  • NEVER broadcast global turn state changes using immediate call_group(); strictly use call_group_flags(SceneTree.GROUP_CALL_DEFERRED, ...) to prevent frame spikes when notifying hundreds of units.

  • NEVER rely on the Node hierarchy as the source of truth; strictly use a Dictionary board state for logical grid coordinates.

Logic & Action Economy

  • NEVER deduct Action Points (AP) before validation; strictly call can_perform_action(cost) before applying current_ap -= cost to prevent exploits.
  • NEVER hardcode phase transitions (if phase == 0); strictly use an enum + match or a dedicated State Machine for Draw/Main/End phases.
  • NEVER emit "Turn Ended" before internal cleanup; strictly reset AP and tick status effects BEFORE signaling the next turn.
  • NEVER use exact floating-point equality (==) for AP checks; strictly use >= or is_equal_approx() for robust comparisons.

Tactical Grid & UI

  • NEVER use generic AStar2D for tile grids; strictly use AStarGrid2D for 10x faster pathfinding and native diagonal handling.
  • NEVER forget to call update() on AStarGrid2D after changing obstacle states; if you toggle set_point_solid(), the grid MUST refresh before the next query.
  • NEVER lock the main thread with while loops for input; strictly use the await keyword or signals to yield execution back to the Tree.
  • NEVER handle turn decisions with is_action_pressed(); strictly use is_action_just_pressed() for discrete, frame-locked menu input.
  • NEVER skip turn timeouts in networked games; strictly implement a server-side timer with a default "pass" action to prevent griefing. See Networked Turn Timeout golden path below.

Decision Tree β€” Pick a Turn Model

Need Choose MANDATORY script
Discrete rounds (chess / tactics / card phases) Round + initiative queue + AP phases turn_system_patterns.gd
Continuous gauges (FF-style ATB) Per-actor gauge fill in _process active_time_battle.gd
Timeline / CTB with interrupts & prediction Event timeline + predictive UI timeline_turn_manager.gd

Do NOT invent a fourth model inline. Read the matching script before coding.

Expert Components (scripts/)

TurnManager Autoload β€” Interface Contract Only

Keep the Autoload thin. Do not paste full queue math here β€” implement in the script chosen above.

# turn_manager.gd (AutoLoad) β€” contract only
extends Node
signal turn_started(combatant: Node)
signal turn_ended(combatant: Node)
signal round_ended
signal turn_timed_out(combatant: Node)  # multiplayer: server default-pass

func start_combat(participants: Array[Node]) -> void: pass
func end_turn() -> void: pass
func request_pass(combatant: Node) -> void: pass  # default action on timeout

Networked Turn Timeout (Golden Path)

Referenced from NEVER: server owns the clock; clients never decide "pass."

  1. On turn_started, server starts a one-shot Timer / SceneTreeTimer (authoritative).
  2. On timeout: server calls request_pass(current) (or auto-end-turn), then emits turn_timed_out.
  3. Clients only render the countdown; never mutate the turn queue locally.
  4. Pair with godot-multiplayer-networking for host-auth RPC.

Action Points (Contract)

func can_perform_action(cost: int) -> bool:
    return current_action_points >= cost

func perform_action(cost: int) -> bool:
    if not can_perform_action(cost):
        return false
    current_action_points -= cost
    return true

Phases: prefer enum Phase { DRAW, MAIN, END } + match, or route to godot-state-machine-advanced. Full ATB / timeline math lives in the MANDATORY scripts β€” do not duplicate Elite snippets here.

Deep recipes (on demand)

LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in scripts/ β€” never delete, only move.

Topic Reference
ATB / prediction / previews elite-turn-patterns.md

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain β€” do not preload the whole lattice.

Official Documentation

  • Idle and Physics Processing β€” When turn ticks belong in _process vs _physics_process vs pure event steps.
  • Using signals β€” Turn-start / turn-end / unit-acted events without polling gauges.
  • Resources β€” Initiative/speed stats as Resources for sim and UI prediction.
  • Singletons (Autoload) β€” TurnManager ownership boundaries.
  • GDScript basics β€” await sequencing for multi-phase turns.
  • Object β€” Signal connect flags for turn bus listeners.
  • SceneTree β€” Pausing gameplay while menus resolve turn choices.
  • Timer β€” Optional realtime turn clocks without busy loops.
  • Tween β€” Animating ATB gauges and turn handoff juice.
  • AnimationPlayer β€” Action animations that must finish before the next turn.
  • MultiplayerAPI β€” Authoritative turn order in networked matches.
  • JSON β€” Deterministic turn replay / seed logs for balance labs.

Related Skills

Prerequisites
Complements
Downstream / consumers
Master
  • godot-master β€” Library router and mirrored module entry for turn systems.

Source: SKILL.md on GitHub

1 warning17d4 checks Β· Risk SAFE
  • Gen Agent Trust Hub17d

    The skill provides expert blueprints and scripts for implementing turn-based combat systems in Godot. No security vulnerabilities, malicious code, or suspicious patterns were identified during the analysis.

  • Socket17d

    No alerts

  • Snyk17d

    Risk: LOW Β· No issues

  • Runlayer7mo

    3/3 files flagged

Signed by skilld at 9d6e91e. 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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