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godot-task戈多任务

Agent Skill

godot-task 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

447

周安装

19

GitHub Stars

2,996

下载量

157
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-task(戈多任务)
来源仓库:https://github.com/htdt/godogen
仓库路径:skills/godot-task
安装命令:
npx skills add https://github.com/htdt/godogen --skill godot-task
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/htdt/godogen --skill godot-task

简介

用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中快速定位候选结果。

  • 适用于关键词搜索、任务场景匹配或来源线索筛选等研究检索场景。
  • 通过 npx skills add 命令从指定 GitHub 仓库安装并使用。
  • 安装前需确认权限范围、维护状态及是否触发联网或文件操作。
  • godot-task 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Godot Task Executor

All files below are in ${CLAUDE_SKILL_DIR}/. Load progressively — read each file when its phase begins, not upfront.

FilePurposeWhen to read
quirks.mdKnown Godot gotchas and workaroundsBefore writing any code
gdscript.mdGDScript syntax referenceBefore writing any code
scene-generation.mdBuilding .tscn files via headless GDScript buildersTargets include .tscn
script-generation.mdWriting runtime .gd scripts for node behaviorTargets include .gd
coordination.mdOrdering scene + script generationTargets include both .tscn and .gd
test-harness.mdWriting test/test_{id}.gd verification scriptsBefore writing test harness
capture.mdScreenshot/video capture with GPU detectionBefore capturing screenshots
visual-qa.mdAutomated screenshot comparison against referencereference.png exists and task has visual output
doc_api/_common.mdIndex of ~128 common Godot classes (one-line each)Need API ref; scan to find class names
doc_api/_other.mdIndex of ~732 remaining Godot classesNeed API ref; class isn't in _common.md
doc_api/{ClassName}.mdFull API reference for a single Godot classNeed API ref; look up specific class

Bootstrap doc_api: bash ${CLAUDE_SKILL_DIR}/tools/ensure_doc_api.sh

Execute a single development task from PLAN.md:

$ARGUMENTS

Workflow

  1. Analyze the task — read the task's Targets to determine what to generate:

- scenes/*.tscn targets → generate scene builder(s) - scripts/*.gd targets → generate runtime script(s) - Both → generate scenes FIRST, then scripts (scenes create nodes that scripts attach to)

  1. Import assets — run timeout 60 godot --headless --import to generate .import files for any new textures, GLBs, or resources. Without this, load() fails with "No loader found" errors. Re-run after modifying existing assets.
  2. Generate scene(s) — write GDScript scene builder, compile to produce .tscn
  3. Generate script(s) — write .gd files to scripts/
  4. Pre-validate scripts — catch compilation errors early before full project validation. For each newly written or modified .gd file, run timeout 30 godot --headless --quit 2>&1 and filter the output for errors mentioning that file's path.
  5. Validate — run timeout 60 godot --headless --quit 2>&1 to parse-check all project scripts.
  6. Fix errors — if Godot reports errors, read output, fix files, re-run. Repeat until clean.
  7. Generate test harness — write test/test_{task_id}.gd implementing the task's Verify scenario.
  8. Capture screenshots — run test with GPU display (or xvfb fallback) and --write-movie to produce PNGs
  9. Verify visually — read captured PNGs and check three things:
  • Task goal: does the screenshot match the Verify description?
  • Visual consistency: if reference.png exists, compare against it — color palette, scale proportions, camera angle, and visual density should be consistent.
  • Visual quality & logic: look for obvious bugs — geometry clipping, objects floating, wrong assets, text overflow, UI elements overlapping or cut off. Also check harness stdout for ASSERT FAIL. If any check fails, identify the issue, fix scene/script/test, and repeat from step 3.
  1. Visual QA — run automated visual QA when applicable.
  2. Store final evidence — save screenshots in screenshots/{task_folder}/ before reporting completion.

Iteration Tracking

Steps 3-11 form an implement → screenshot → verify → VQA loop.

There is no fixed iteration limit — use judgment:

  • If there is progress — even in small, iterative steps — keep going. Screenshots and file updates are cheap.
  • If you recognize a fundamental limitation (wrong architecture, missing engine feature, broken assumption), stop early — even after 2-5 iterations. More loops won't help.
  • The signal to stop is "I'm making the same kind of fix repeatedly without convergence".

Reporting to Orchestrator

Always end your response with:

  • Screenshot path: screenshots/{task_folder}/ and which frames best represent the result (e.g., frame0003.png, frame0006.png)
  • What each screenshot shows — one line per frame
  • VQA report: path to visual-qa/{N}.md (or "skipped" if non-visual), note which mode (static/dynamic)

On failure, also include:

  • What's still wrong
  • What you tried and why it didn't fix it
  • Your best guess at the root cause (include VQA report content if relevant)

The caller (godogen orchestrator) will decide whether to adjust the task, re-scaffold, or accept the current state.

Commands

# Import new/modified assets (MUST run before scene builders):
timeout 60 godot --headless --import

# Compile a scene builder (produces .tscn):
timeout 60 godot --headless --script <path_to_gd_builder>

# Validate all project scripts (parse check):
timeout 60 godot --headless --quit 2>&1

Structured error recovery: When a compilation error is caught:

  1. Parse the error — extract the file path, line number, and error type from Godot's output
  2. Look up the class — if the error mentions an unknown method or property, read doc_api/{ClassName}.md for the class involved
  3. Check quirks — cross-reference against quirks.md for known patterns (:= with instantiate(), polymorphic math functions, Camera2D current, etc.)
  4. Fix and re-validate — edit the specific file, then re-run the pre-validation step on that file only before proceeding

Error handling: Parse Godot's stderr/stdout for error lines. Common issues:

  • Parser Error — syntax error in GDScript, fix the line indicated
  • Invalid call / method not found — wrong node type or API usage, look up the class in doc_api
  • Cannot infer type:= used with instantiate() or polymorphic math functions, see type inference rules
  • Script hangs — missing quit() call in scene builder; kill the process and add quit()

Project Memory

Read MEMORY.md before starting work — it contains discoveries from previous tasks (workarounds, Godot quirks, asset details, architectural decisions). After completing your task, write back anything useful you learned: what worked, what failed, technical specifics others will need.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

33.59%
按下载量换算53

Claude

28.47%
按下载量换算45

Cursor

19.06%
按下载量换算30

Gemini CLI

9.26%
按下载量换算15

安全审计

Gen Agent Trust Hub

可疑

Socket

通过

Snyk

可疑

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在 warning/failed 结果,不能写成本站确认安全。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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