| name | godot-turn-system |
| description | 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. |
NEVER Do (Expert Anti-Patterns)
Order & Determinism
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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.
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NEVER use random tie-breaking for initiative; strictly use a secondary static attribute (Agility, ID, or persistent "luck") for deterministic replays.
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NEVER modify an active turn-order queue while iterating it; strictly iterate over a duplicate() or apply queue modifications after the loop.
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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.
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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. See Networked Turn Timeout golden path below.
Decision Tree — Pick a Turn Model
Do NOT invent a fourth model inline. Read the matching script before coding.
Expert Components (scripts/)
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-shot Timer / SceneTreeTimer (authoritative).
- On timeout: server calls
request_pass(current) (or auto-end-turn), then emits turn_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.
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
_process vs _physics_process vs 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 —
await sequencing 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
Complements
Downstream / consumers
Master
- godot-master — Library router and mirrored module entry for turn systems.