godot-genre-rts

v2026.09.24

Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.

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安装命令
npx skhub add thedivergentai/godot-genre-rts
Markdown
SKILL.md

NEVER Do (Expert Anti-Patterns)

Unit Logic & Pathfinding

  • NEVER allow pathfinding "Jitter" when moving group units; strictly stagger path queries and enable RVO Avoidance only when units are in motion to save CPU cycles.
  • NEVER update RVO avoidance every frame for all units; strictly use Avoidance Threading (Project Settings) and replace static units with NavigationObstacle.
  • NEVER let units get stuck in infinite path loops; strictly implement a timeout and IDLE state if a destination is unreachable.
  • NEVER use _process() on hundreds of individual units; strictly use a central UnitManager or _physics_process only when required.
  • NEVER calculate unit visibility manually for Fog of War; strictly use a Shader-based mask (SubViewport + ColorRect) for GPU efficiency.
  • NEVER process unit AI or pathfinding synchronously for mass groups; strictly offload to WorkerThreadPool and stagger path updates.
  • NEVER use high-poly visual meshes as NavMesh source geometry; strictly use simplified Collision Shapes for baking.

Interaction & Commands

  • NEVER forget Command Queuing (Shift-Click); strictly store an Array[Command] and implement a "Force Move/Attack" bypass.
  • NEVER create excessive micromanagement; strictly automate low-level tasks like auto-aggro range and auto-return for resource gathering.
  • NEVER use exact floating-point equality (==) for grid or timers; strictly use is_equal_approx() for deterministic triggers.
  • NEVER rely on the visual SceneTree for selection data; strictly maintain a Typed Selection Set of RefCounted or Resource objects for deterministic serialization and netcode.
  • NEVER forget Command Queuing; strictly implement a Command Pattern using serializable Dictionary or JSON states for save-game and multiplayer playback.
  • NEVER forget to duplicate_deep() globally shared Resources; otherwise, modifying one unit's data (e.g., stats) affects all.

Performance & Simulation

  • NEVER render thousands of units using separate MeshInstance3D nodes; strictly use MultiMeshInstance with INSTANCE_CUSTOM data to drive unique GPU-side state animations (walking/attacking/color).
  • NEVER calculate transforms for mass units on the main thread; strictly use WorkerThreadPool to push buffers to RenderingServer.multimesh_set_buffer().
  • NEVER update every unit's navigation path in the same frame; strictly use random timers to stagger updates.
  • NEVER use standard Strings for high-frequency AI state identifiers; strictly use StringName (&"harvesting") for pointer-speed comparisons.
  • NEVER allow simulation coordinates to exceed 8192 units without float-precision management; strictly use world-origin shifts.
  • NEVER use CSGShape3D for building placement ghosts; strictly use optimized static ArrayMesh geometry.

🛠 Expert Components (scripts/)

MANDATORY: Read the script for the workflow you are implementing — do not re-inline selection/fog recipes in the agent body.

Selection / commands

Units / navigation / army

Economy / build / fog / ghosts


Core Loop

  1. Gather: Units collect resources (Gold, Wood, etc.).
  2. Build: Construct base buildings to unlock tech/units.
  3. Train: Produce an army of diverse units.
  4. Command: Micromanage units in real-time battles.
  5. Expand: Secure map control and resources.

Skill Chain

PhaseSkillsPurpose
1. Controlsgodot-input-handling, godot-camera-systemsSelection box, camera pan/zoom/edge-scroll
2. Unitsgodot-navigation-pathfinding, godot-state-machine-advancedPathfinding, RVO avoidance, Idle/Move/Attack
3. Systemsgodot-shaders-basics, godot-tilemap-mastery, godot-economy-systemFog masks / TileMap fog, gather-spend ledger
4. AIgodot-ai-navigation, godot-autoload-architectureEnemy commander routing + army/economy Autoloads
5. Polishgodot-ui-containers, godot-particlesStrategic UI chrome, battle feedback
6. Balancegodot-monte-carlo-balancerBuild-order policies vs extracted AI orders

Decision Tree: NavigationAgent+RVO vs MultiMesh+server sim

Active units (order of magnitude)Simulation / pathingRenderingLoad
< ~80Per-unit NavigationAgent2D/3D + RVO; set_velocity → velocity_computedMeshInstance / Sprite nodes OKMANDATORY rts_unit.gd, crowd_navigation_unit.gd
~80–400Stagger path queries; RVO only while moving; static → NavigationObstacle; central commanderStill node visuals; pool path queries+ rts_path_query_pool.gd, rts_army_manager.gd, Batch 09 COM formation
> ~400 / thousandsServer sim: logical transforms on WorkerThreadPool; few NavigationServer map queries (COM / squads), not one agent per soldierMultiMeshInstance + INSTANCE_CUSTOM; push buffers off main threadrts_army_manager.gd + MultiMesh path in Batch 09; Do NOT Load per-unit _process agents

Rule: Keep NavigationAgent+RVO while units need individual collision avoidance and micromanage feel. Switch to MultiMesh + server-side transforms when draw-call/node cost dominates — path as squads, not as thousands of agents.

Architecture Overview

1. Selection Manager

MANDATORY: selection_manager_marquee_2d.gd (2D) or selection_manager_raycast_3d.gd (3D). Maintain a typed selection set (not SceneTree-only) for netcode/save. Overlay: rts_selection_overlay.gd.

2. Unit Controller (State Machine)

MANDATORY: rts_unit.gd for Idle/Move/Attack/Hold + NavigationAgent. Deep state graphs → godot-state-machine-advanced. Always duplicate_deep() shared stat Resources (rts_unit_stat_duplicator.gd).

3. Group Movement & Formations

Avoid clumping on one click target: compute center of mass, apply relative offsets, issue per-unit destinations. For hundreds of units, use one NavigationServer path for the COM (Batch 09) plus rts_group_commander.gd / rts_path_query_pool.gd.

4. Fog of War

MANDATORY for tile/grid fog: fog_of_war_tile_mask.gd. SubViewport mask + shader overlay is valid for soft vision — implement via docs (Using Viewports) + godot-shaders-basics; Do NOT paste long fog shaders into this skill body when the tile-mask script covers the grid path.

Key Mechanics Implementation

Command Queue

Shift-click chains: store Array of serializable commands; pop on finish; draw queued path lines. Pair with selection scripts' issue-command hooks.

Resource Gathering

ResourceNode → work timer → DropoffPoint → bank update. Wire bank through global_economy_manager.gd / godot-economy-system.

Common Pitfalls

  1. Pathfinding jitter — Enable RVO; call set_velocity + move on velocity_computed; stagger group path queries.
  2. Too much micro — Auto-aggro / auto-return gather; command queue for force-move/attack.
  3. Node explosion — Past a few hundred units, follow the decision tree (MultiMesh + army manager), not per-unit _process.

Godot-Specific Tips

  • Avoidance: NavigationAgent* RVO requires set_velocity() + velocity_computed for the actual move.
  • Server architecture: Central UnitManager / rts_army_manager.gd for 100+ units.
  • Groups: Units, Buildings, Resources for selection filters.

🚀 Elite Technical Implementations (Batch 09)

1. Center-of-Mass Formation Movement

For large selections, one NavigationServer path from COM → target, then offset each unit (see decision tree). Keep the algorithm in project code or formation helpers; pair with rts_path_query_pool.gd so path objects are pooled.

# Sketch only — prefer pooled queries from rts_path_query_pool.gd
static func move_group_to_target(units: Array, target: Vector3, map_rid: RID) -> void:
    if units.is_empty():
        return
    var com := Vector3.ZERO
    for u in units:
        com += u.global_position
    com /= units.size()
    var path: PackedVector3Array = NavigationServer3D.map_get_path(map_rid, com, target, true)
    if path.is_empty():
        return
    var dest: Vector3 = path[path.size() - 1]
    for u in units:
        u.set_movement_target(dest + (u.global_position - com))

2. MultiMesh armies (when decision tree says so)

Pre-allocate instance_count, drive visible_instance_count, push transforms (optionally via WorkerThreadPool → RenderingServer.multimesh_set_buffer). No per-soldier MeshInstance3D. See Official Documentation → Using MultiMesh.

3. Fog — script first

Prefer fog_of_war_tile_mask.gd. SubViewport vision masks: docs + godot-shaders-basics (do not duplicate long shader bodies here).

MANDATORY for depth beyond decision trees and script catalog: rts-mass-army-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

  • Navigation (tutorial index) — Entry map for agents, servers, meshes, layers, and obstacles before wiring army movement.
  • Using NavigationAgents — set_velocity / velocity_computed RVO loop that stops crowd jitter and stuck IDLE timeouts.
  • Using NavigationServers — Direct map path queries for center-of-mass formation moves without per-unit agent spam.
  • Using navigation path query objects — Pooled NavigationPathQueryParameters* patterns for mass move orders without heap churn.
  • Optimizing navigation performance — Staggered queries, avoidance budgets, and obstacle swaps when hundreds of units path each tick.
  • Using MultiMesh — GPU instance buffers for thousands of units instead of one MeshInstance per soldier.
  • Using multiple threads — WorkerThreadPool contracts for army AI batches off the main thread.
  • Ray-casting — Direct space-state picks for 3D selection and ground click targeting.
  • Using Viewports — SubViewport vision masks that feed fog-of-war shaders without CPU tile floods.
  • Mouse and input coordinates — Screen-to-world mapping for marquee boxes, unproject selection, and shift-queued orders.
  • AStarGrid2D — Fast grid pathing for building footprints and base placement checks.
  • Resources — Why unit stats must duplicate(true) so health/armor never mutate a shared template.

Related Skills

Prerequisites

  • godot-project-foundations — Physics ticks, navigation/avoidance project settings, and input map actions before selection and pathing stay deterministic.
  • godot-input-handling — Mouse buttons, shift-modifiers, and physics-step sampling that drive marquee select and command queuing.
  • godot-navigation-pathfinding — NavigationAgent RVO, maps, layers, and query-object pools this genre's army movement builds on.

Complements

Downstream / consumers

  • godot-monte-carlo-balancer — Build-order policies, unit cost curves, and AI opponent strength — simulate win% instead of gut-tuning gather rates.
  • godot-performance-optimization — Escalate here when MultiMesh buffers, avoidance, or WorkerThreadPool still dominate the profiler.
  • godot-combat-system — Hit/hurt and targeting contracts once move/attack commands need damage resolution.

Master

  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting RTS concern.
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最新版本元数据

版本

v2026.09.24

发布时间

Sep 24, 2026

分类

未分类

许可证

LGPL-3.0

源路径

skills/godot-genre-rts

默认分支

main

最新提交

4c4d0ff

Tree SHA

4df5616