thedivergentai/gd-agentic-skills

godot-genre-moba

Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, come…

First seen Feb 10, 2026

Installation

$ npx skills add thedivergentai/gd-agentic-skills --skill godot-genre-moba

Summary

  • Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage).
  • Use for competitive 5v5 or arena games.
  • Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 678
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 20,307 B
  • docs SUMMARY.md 538 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 189 installs

SKILL.md

NEVER Do (Expert Anti-Patterns)

Networking & Authority

  • NEVER trust the client for damage calculation or resource costs; strictly validate mana, ranges, and hit detection on the authoritative server using multiplayer.is_server().
  • NEVER use TRANSFERMODERELIABLE for continuous movement; strictly use UNRELIABLE or UNRELIABLE_ORDERED for position/velocity to prevent network congestion.
  • NEVER sync units at 60Hz; strictly use a lower tick rate (10-20Hz) via MultiplayerSynchronizer and implement Interp/Client-Side Prediction for visual smoothness.
  • NEVER attach individual synchronizers to hundreds of minions; strictly batch state updates into compressed byte arrays via a central manager.
  • NEVER synchronize complex Engine objects directly; strictly serialize state into primitive properties or Dictionaries for reliable peer-to-peer sync.

AI & Pathfinding

  • NEVER use expensive pathfinding for all minions every frame; strictly use Time Slicing to spread getnextpath_position() calls across multiple frames.
  • NEVER query NavigationAgent paths inside process(); strictly use physics_process() to interact with the navigation server and avoidance systems.
  • NEVER use complex visual geometry for NavMesh baking; parse simple primitives to avoid stalling the RenderingServer or crashing the engine.
  • NEVER set pathsearchmax_polygons too low in large maps; agents will stop or walk incorrectly if the limit is reached before the destination.
  • NEVER use Area2D for high-performance Fog of War LOS; strictly use nodeless physics queries (intersect_ray) to bypass node overhead.

Gameplay & Balancing

  • NEVER forget Tower "Dive" protection; towers MUST switch targets immediately if an enemy Hero damages an allied Hero within range (Priority: Hero attacking Ally > Minion > Hero).
  • NEVER allow "Snowballing" without counter-play; strictly implement Comeback Mechanisms (Kill Bounties, Catch-up XP) to maintain competitive tension.
  • NEVER manage hero stats as standard Node variables; strictly use custom Resource scripts for data separation and memory efficiency.
  • NEVER forget to call duplicate(true) on shared ability Resources; modifying a buff on a shared resource will affect all heroes globally.

Technical & Performance

  • NEVER use standard strings for status checks (e.g., "stunned"); strictly use StringName (&"stunned") for pointer-speed comparisons.
  • NEVER loop over massive Fog of War grids with floats; strictly use Vector2i and TileMapLayer to prevent precision jitter.
  • NEVER execute heavy world/minimap logic on the main thread; strictly offload complex array math to WorkerThreadPool to maintain 60+ FPS.
  • NEVER rigidly couple UI cooldowns to Hero scripts; strictly use a Signal Bus or Callable bindings for decoupled architecture.
  • NEVER evaluate exact floating-point equality (==); strictly use isequalapprox() for range, cooldown, and mana validations.

Decision Tree: Solo prototype vs authoritative 5v5

Goal Load first Skip / defer
Solo lane prototype (1 hero, local waves, no peers) [towerpriorityaggro.gd](scripts/towerpriorityaggro.gd), [weightedtargetselector.gd](scripts/weightedtargetselector.gd), [skillshotindicator.gd](scripts/skillshotindicator.gd), [herostatemachine.gd](scripts/herostatemachine.gd) serverminionsync, full fog grid, prediction
Authoritative 5v5 (dedicated/listen server) [serverminionsync.gd](scripts/serverminionsync.gd), [syncedabilitycontroller.gd](scripts/syncedabilitycontroller.gd), [fogvisibilitycheck.gd](scripts/fogvisibilitycheck.gd) + [foggridmask.gd](scripts/foggridmask.gd), [minionworkerpathfinder.gd](scripts/minionworkerpathfinder.gd) Client-trusted damage, per-minion MultiplayerSynchronizer
Peer skill godot-multiplayer-networking, godot-navigation-pathfinding, godot-ability-system Inventing a second networking stack inside this genre skill

🛠 Expert Components (scripts/)

Original Expert Patterns

  • [skillshotindicator.gd](scripts/skillshotindicator.gd) - Mouse-driven targeting system for range, width, and direction visualization.
  • [towerpriorityaggro.gd](scripts/towerpriorityaggro.gd) - Advanced AI for defensive towers following competitive priority rules. MANDATORY for tower dive/priority.

Modular Components

  • [serverminionsync.gd](scripts/serverminionsync.gd) - Authoritative sync for high-count units using compressed byte arrays. MANDATORY for 5v5 waves (not one synchronizer per minion).
  • [fogvisibilitycheck.gd](scripts/fogvisibilitycheck.gd) - Physics raycasting for high-performance Line-of-Sight checks. MANDATORY before fog mask painting.
  • [foggridmask.gd](scripts/foggridmask.gd) - TileMap-driven visibility masking system using Vector2i grid logic.
  • [minionworkerpathfinder.gd](scripts/minionworkerpathfinder.gd) - When to load: WorkerThreadPool path batches when wave size leaves physicsprocess pathfinding. Prefer over per-minion full A* every frame.
  • [weightedtargetselector.gd](scripts/weightedtargetselector.gd) - When to load: hero/minion/tower acquisition with group-weighted priority (AA and simple aggro). Pair with tower_priority for dive rules.
  • [syncedabilitycontroller.gd](scripts/syncedabilitycontroller.gd) - When to load: QWER casts under authority — client predicts cooldown UI, server validates. Skip for offline prototypes.
  • [statuseffectdata.gd](scripts/statuseffectdata.gd) - Lightweight Resource container for defining buffs, debuffs, and stuns.
  • [statuseffectmanager.gd](scripts/statuseffectmanager.gd) - Modular logic for applying and managing unique status effect instances.
  • [decoupledabilitydamage.gd](scripts/decoupledabilitydamage.gd) - Inter-hero combat interaction using safe duck-typing patterns.
  • [herostatemachine.gd](scripts/herostatemachine.gd) - Optimized StringName-based state machine for hero logic.
  • [asyncarenabaker.gd](scripts/asyncarenabaker.gd) - Background thread-safe navigation mesh updates for dynamic arenas.
  • [abilityuibinder.gd](scripts/abilityuibinder.gd) - Signal-based UI decoupling for ability cooldown tracking.
  • [minionflowcalculator.gd](scripts/minionflowcalculator.gd) - Parallelized pathing and intelligence using WorkerThreadPool.
  • [replaymanager.gd](scripts/replaymanager.gd) - Binary vartobytes match replay frames (not JSON).
  • [heronetsync.gd](scripts/heronetsync.gd) - Physics interpolation + MultiplayerSynchronizer hero sync at low tick.
  • [junglecreep.gd](scripts/junglecreep.gd) - Camp leash FSM — invulnerable return home beyond leash_radius.

Core Loop

  1. Lane: Player farms minions for gold/XP in a designated lane.
  2. Trade: Player exchanges damage with opponent hero.
  3. Gank: Player roams to other lanes to surprise enemies.
  4. Push: Team destroys towers to open the map.
  5. End: Destroy the enemy Core/Nexus.

Skill Chain

Phase Skills Purpose
1. Control rts-controls Right-click to move, A-move, Stop
2. AI godot-navigation-pathfinding Minion waves, Tower aggro logic
3. Combat godot-ability-system, godot-rpg-stats QWER abilities, cooldowns, scaling
4. Network godot-multiplayer-networking Authority, lag compensation, prediction
5. Map godot-3d-world-building Lanes, Jungle, River, Bases
6. Balance godot-monte-carlo-balancer Hero/asymmetry matrix (not sole AFK→pro)

Architecture Overview

1. Lane / Minion Waves (authoritative)

Do not invent inline lanemanager / minionai samples.

MANDATORY reads: [serverminionsync.gd](scripts/serverminionsync.gd) for batched wave state; [minionworkerpathfinder.gd](scripts/minionworkerpathfinder.gd) when agent count needs WorkerThreadPool; [weightedtargetselector.gd](scripts/weightedtargetselector.gd) for march→combat target picks. Spawn cadence stays data/timer-driven on the server; clients render from sync arrays.

2. Tower Aggro Logic

Priority: Hero attacking Ally > unit attacking Ally Hero > closest minion > closest hero.

MANDATORY read: [towerpriorityaggro.gd](scripts/towerpriorityaggro.gd). Compose with [weightedtargetselector.gd](scripts/weightedtargetselector.gd) for group ranks.

3. Fog of War

MANDATORY read: [fogvisibilitycheck.gd](scripts/fogvisibilitycheck.gd) for nodeless LoS; paint results into [foggridmask.gd](scripts/foggridmask.gd). Never use Area2D overlap as the fog oracle.

4. Skill-Shot Ability Cycle

Implementation pattern for "QWER" targeting:

  1. Idle: Waiting for input.
  2. Telegraphed: Show indicator ([skillshotindicator.gd](scripts/skillshotindicator.gd)) while mouse is held.
  3. Active: Spawn hitbox/projectile on release — under multiplayer, route through [syncedabilitycontroller.gd](scripts/syncedabilitycontroller.gd).
  4. Recovery: Brief backswing animation where movement/casting is locked.

Key Mechanics Implementation

Click-to-Move (RTS Style)

Raycasting from camera to terrain.

func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed("move"):
        var result = raycast_from_mouse()
        if result:
            nav_agent.target_position = result.position

Ability System (Data Driven)

Defining "Fireball" or "Hook" without unique scripts for everything.

# ability_data.gd
class_name Ability extends Resource
@export var cooldown: float
@export var mana_cost: float
@export var damage: float
@export var effect_scene: PackedScene

Godot-Specific Tips

  • NavigationAgent3D: Use avoidance_enabled for minions so they flow around each other like water, rather than stacking.
  • MultiplayerSynchronizer: Sync Health, Mana, and Cooldowns. Do NOT sync position every frame if using Client-Side Prediction (advanced).
  • Fog of War: Use a SubViewport with a fog texture. Paint "holes" in the texture where allies are. Project this texture onto the terrain shader.

Common Pitfalls

  1. Snowballing: Winning team gets too strong too fast. Fix: Implement "Comeback XP/Gold" mechanisms (bounties).
  2. Pathfinding Lag: 100 minions pathing every frame. Fix: Distribute pathfinding updates over multiple frames (Time Slicing).
  3. Hacking: Client says "I dealt 1000 damage". Fix: Client says "I cast Spell Q at Direction V". Server calculates damage.

Advanced MOBA Meta-Systems

Professional implementation of match playback, network smoothing, and advanced jungle AI.

1. Match Replay System (Binary Serialization)

For high-performance match recording, use vartobytes() to serialize state dictionaries into a compressed binary format. Avoid JSON for replays to minimize disk I/O and file size.

class_name ReplayManager extends Node

var frame_history: Array[PackedByteArray] = []

func record_frame(state: Dictionary) -> void:
    # Efficiently convert data to bytes
    frame_history.append(var_to_bytes(state))

func save_replay(match_id: String) -> void:
    var file := FileAccess.open("user://replays/" + match_id + ".dat", FileAccess.WRITE)
    if file:
        file.store_var(frame_history) # Stores the whole array as a variant
        file.close()

func play_frame(frame_index: int) -> Dictionary:
    return bytes_to_var(frame_history[frame_index])

2. Networked Interpolated Sync

Use Godot 4.x's built-in physics interpolation to mask network jitter. Combined with MultiplayerSynchronizer, this provides smooth hero movement even at low tick rates (15-20Hz).

class_name HeroNetSync extends CharacterBody3D

func _ready() -> void:
    # Enable native engine interpolation for visual smoothness
    physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_ON
    
    if is_multiplayer_authority():
        setup_synchronizer()

func setup_synchronizer() -> void:
    var sync := $MultiplayerSynchronizer
    var config := SceneReplicationConfig.new()
    # Sync position/rotation via unreliable ordered packets
    config.add_property(NodePath(".:global_position"))
    sync.replication_config = config

3. Jungle-AI (Camp Leashing)

Implement a state machine for jungle monsters that monitors distance from their spawn point. If a hero draws them too far, they enter a "Leashing" state, becoming invulnerable and returning home.

class_name JungleCreep extends CharacterBody3D

@export var leash_radius: float = 12.0
@onready var spawn_pos := global_position

func _physics_process(_delta: float) -> void:
    var dist_from_home := global_position.distance_to(spawn_pos)
    
    match state:
        State.CHASING:
            if dist_from_home > leash_radius:
                state = State.LEASHING
        State.LEASHING:
            # Move back to spawn_pos using NavigationAgent3D
            nav_agent.target_position = spawn_pos
            if global_position.distance_to(spawn_pos) < 1.0:
                state = State.IDLE
                health = max_health # Reset health on return

Expert Tip: Always use NavigationServer3D.mapgetiteration_id() to ensure the navigation map is fully synced before allowing AI to pathfind after spawning.

MANDATORY for depth beyond decision trees and script catalog: [moba-meta-systems-deep.md](references/moba-meta-systems-deep.md). Do NOT Load on first-pass wiring — use bundled scripts/ first.

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

Related Skills

Prerequisites

Complements

  • godot-ability-system — Data-driven QWER cooldowns, costs, and effect scenes wired into authoritative cast validation.
  • godot-rpg-stats — Hero growth, armor/MR-style modifiers, and Resource-backed stats towers and abilities read.
  • godot-combat-system — Hit/hurt contracts for skill-shots, AA, and tower shots without hard class coupling.
  • godot-raycasting-queries — Deeper space-state recipes for fog LOS, dive checks, and click picking under load.
  • godot-signal-architecture — Decoupled ability UI binders and cast buses so cooldowns never live inside hero combat scripts.
  • godot-3d-world-building — Lane corridors, jungle geometry, and collision that match the navmesh bake surface.
  • godot-performance-optimization — Profiling and batching when minion sync arrays or fog grids threaten frame time.
  • godot-genre-rts — Shared click-to-move, selection, and fog-mask patterns when borrowing RTS control UX for MOBA heroes.

Downstream / consumers

Master

  • godot-master — Library router and mirrored entry for discovering MOBA patterns beside sibling domains.