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godot-turn-system戈多转动系统

Agent Skill

godot-turn-system 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

2,081

周安装

85

GitHub Stars

138

下载量

673
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-turn-system(戈多转动系统)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-turn-system
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-turn-system
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/thedivergentai/gd-agentic-skills --skill godot-turn-system

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-turn-system 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Turn System

Turn order calculation, action points, phase management, and timeline systems define turn-based combat.

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.

🛠 Expert Components (scripts/)

Original Expert Patterns

Modular Components


# turn_manager.gd (AutoLoad)
extends Node

signal turn_started(combatant: Node)
signal turn_ended(combatant: Node)
signal round_ended

var combatants: Array[Node] = []
var turn_order: Array[Node] = []
var current_turn_index: int = 0

func start_combat(participants: Array[Node]) -> void:
    combatants = participants
    calculate_turn_order()
    start_next_turn()

func calculate_turn_order() -> void:
    turn_order = combatants.duplicate()
    turn_order.sort_custom(func(a, b): return a.speed > b.speed)

func start_next_turn() -> void:
    if current_turn_index >= turn_order.size():
        current_turn_index = 0
        round_ended.emit()
        calculate_turn_order()  # Recalculate each round

    var current := turn_order[current_turn_index]
    turn_started.emit(current)

func end_turn() -> void:
    var current := turn_order[current_turn_index]
    turn_ended.emit(current)
    current_turn_index += 1
    start_next_turn()

Action Point System

# combatant.gd
extends Node

@export var max_action_points: int = 3
var current_action_points: int = 3

func start_turn() -> void:
    current_action_points = max_action_points

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

Turn Phases

enum Phase { DRAW, MAIN, END }

var current_phase: Phase = Phase.DRAW

func advance_phase() -> void:
    match current_phase:
        Phase.DRAW:
            current_phase = Phase.MAIN
        Phase.MAIN:
            current_phase = Phase.END
        Phase.END:
            TurnManager.end_turn()
            current_phase = Phase.DRAW

Best Practices

  1. Speed-Based - Initiative determines order
  2. Action Points - Limit actions per turn
  3. Timeout - Add turn timer for online play

Reference

  • Related: godot-combat-system, godot-rpg-stats

Related

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

32.86%
按下载量换算221

Claude

31.52%
按下载量换算212

Cursor

18.01%
按下载量换算121

Gemini CLI

9.39%
按下载量换算63

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

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。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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