godot-turn-system

Installation
SKILL.md

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

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.

Installs
12
GitHub Stars
28
First Seen
Aug 29, 2026