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Godot Turn System

  • 174 installs
  • 454 repo stars
  • Updated July 28, 2026
  • thedivergentai/gd-agentic-skills

Use godot-turn-system for development tasks

About

godot-turn-system: A skill for development. This provides functionality for development workflows.

  • godot-turn-system

Godot Turn System by the numbers

  • 174 all-time installs (skills.sh)
  • +21 installs in the week ending Aug 5, 2026 (Skillselion tracking)
  • Ranked #2,250 of 4,347 Backend & APIs skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-turn-system

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Listed on Skillselion
Installs174
repo stars454
Last updatedJuly 28, 2026
Repositorythedivergentai/gd-agentic-skills

What it does

Use godot-turn-system for development tasks

Files

SKILL.mdMarkdownGitHub ↗

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

  • active_time_battle.gd - Framework for ATB systems with dynamic progress bars and async action support.
  • timeline_turn_manager.gd - Advanced manager for timeline-based turns with interrupts and predictive visualization.

Modular Components

  • turn_system_patterns.gd - Collection of patterns for match state machines, UndoRedo, and A* Grid setup.

---

# 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

---

Elite Godot 4.x Patterns

1. Active Time Battle (ATB) Implementation

Track time elapsed in seconds using _process(delta) to advance combatant gauges independently of framerate.

# combat_atb_manager.gd
func _process(delta: float) -> void:
    if not is_combat_active: return
    
    for actor in combatants:
        if actor.atb_gauge < 100.0:
            actor.atb_gauge += actor.speed * delta
            if actor.atb_gauge >= 100.0:
                actor.atb_gauge = 100.0
                is_combat_active = false # Pause for action
                turn_ready.emit(actor)
                break

2. Turn Pre-visualization (Timeline Prediction)

Simulate ATB iterations mathematically to predict and display the future turn order in the UI.

# turn_predictor.gd
func predict_turns(actors: Array, count: int) -> Array:
    var timeline := []
    var sim_data := actors.map(func(a): return {"id": a, "gauge": a.atb_gauge, "speed": a.speed})
    
    while timeline.size() < count:
        for s in sim_data:
            s.gauge += s.speed * 0.1 # Simulated step
            if s.gauge >= 100.0:
                timeline.append(s.id)
                s.gauge = 0.0
                if timeline.size() >= count: break
    return timeline

3. Combat Prediction Helper

Encapsulate predictive math within Resource scripts to show expected damage numbers to players before they commit to an action.

# combat_stats_resource.gd
func get_expected_damage(target: CombatStats) -> int:
    # Deterministic calculation for UI display
    var raw := attack_power - target.defense
    return max(0, raw)

# UI usage
func _on_action_hover(target: Enemy):
    var damage := player_stats.get_expected_damage(target.stats)
    damage_preview_label.text = "Expected: %d" % damage

Reference

  • Master Skill: godot-master

Related skills

Backend & APIsbackendintegrations

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