godot-turn-system
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.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-turn-systemIs this agent skill safe to install?
- Gen Agent Trust Hubpass
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.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
3/3 files flagged
What does this agent skill do?
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 usecall_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 applyingcurrent_ap -= costto 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>=oris_equal_approx()for robust comparisons.
Tactical Grid & UI
- NEVER use generic
AStar2Dfor tile grids; strictly useAStarGrid2Dfor 10x faster pathfinding and native diagonal handling. - NEVER forget to call
update()onAStarGrid2Dafter changing obstacle states; if you toggleset_point_solid(), the grid MUST refresh before the next query. - NEVER lock the main thread with
whileloops 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 useis_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 — 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/)
- turn_system_patterns.gd — Match-based phase machines, UndoRedo,
AStarGrid2Dboard helpers. - active_time_battle.gd — ATB gauges, pause-on-ready, async action handoff.
- timeline_turn_manager.gd — Timeline / CTB with interrupts and pre-visualization.
- turn_predictor.gd — Simulate ATB gauges for timeline UI preview.
- combat_stats_resource.gd — Deterministic damage preview Resource for hover UI.
TurnManager Autoload — Interface Contract Only
Keep the Autoload thin. Do not paste full queue math here — implement in the script chosen above.
# turn_manager.gd (AutoLoad) — 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."
- On
turn_started, server starts a one-shotTimer/SceneTreeTimer(authoritative). - On timeout: server calls
request_pass(current)(or auto-end-turn), then emitsturn_timed_out. - Clients only render the countdown; never mutate the turn queue locally.
- 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 — 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/— 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 — do not preload the whole lattice.
Official Documentation
- Idle and Physics Processing — When turn ticks belong in
_processvs_physics_processvs pure event steps. - Using signals — Turn-start / turn-end / unit-acted events without polling gauges.
- Resources — Initiative/speed stats as Resources for sim and UI prediction.
- Singletons (Autoload) — TurnManager ownership boundaries.
- GDScript basics —
awaitsequencing for multi-phase turns. - Object — Signal connect flags for turn bus listeners.
- SceneTree — Pausing gameplay while menus resolve turn choices.
- Timer — Optional realtime turn clocks without busy loops.
- Tween — Animating ATB gauges and turn handoff juice.
- AnimationPlayer — Action animations that must finish before the next turn.
- MultiplayerAPI — Authoritative turn order in networked matches.
- JSON — Deterministic turn replay / seed logs for balance labs.
Related Skills
Prerequisites
- godot-project-foundations — Scene and Autoload placement for TurnManager.
- godot-signal-architecture — Turn bus contracts (signals up, commands down).
- godot-resource-data-patterns — Speed/initiative Resources shared with combat/UI.
- godot-autoload-architecture — Lifecycle of a global turn orchestrator.
Complements
- godot-state-machine-advanced — Per-unit states nested under turn phases.
- godot-combat-system — Actions resolved inside a granted turn.
- godot-rpg-stats — Speed/AGI feeding ATB gauges.
- godot-ability-system — Cooldowns measured in turns, not wall-clock only.
- godot-tweening — Gauge fill and handoff presentation.
- godot-multiplayer-networking — Host-auth turn order and lockstep.
Downstream / consumers
- godot-genre-action-rpg — ATB/turn hybrids in ARPG/JRPG-adjacent combat.
- godot-genre-card-game — Card turns and priority windows.
- godot-genre-rts — Discrete orders in strategy loops.
- godot-monte-carlo-balancer — Simulate turn matrices for speed/action fairness.
Master
- godot-master — Library router and mirrored module entry for turn systems.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/thedivergentai/gd-agentic-skills/godot-turn-system">View godot-turn-system on skillZs</a>