Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.
Claude CodeNot declared
CursorNot declared
CodexNot declared
GitHub CopilotNot declared
WindsurfNot declared
Gemini CLINot declared
ClineNot declared
OpenCodeNot declared
Repository health
Stars678
LicenseLICENSE
Default branchmain
Open issues0
Status
Active
Package contents
Files included with this skill beyond the listing page.
skill mdSKILL.md10,638 B
docsSUMMARY.md368 B
History
First seen on skills.sh
First recorded snapshot · 236 installs
SKILL.md
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 callgroup(); strictly use callgroupflags(SceneTree.GROUPCALL_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 canperformaction(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 isequalapprox() 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 setpointsolid(), 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 isactionpressed(); strictly use isactionjust_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.
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.
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.