Agent skill · Audited from source

godot-composition

skill · thedivergentai/gd-agentic-skillsLGPL-3.0 licenceAudited 27 Oct 2026 · source 0c0182b848c3

★ 899pushed 10 days ago
✓SAFEGrade B · 89/100 · 27 Oct 2026 · 0c0182b
899repo stars · whole thedivergentai/gd-agentic-skills

Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 0c0182b848c3 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex…

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ModelsAtlas. “godot-composition (thedivergentai/gd-agentic-skills)”. Retrieved 27 Oct 2026. https://modelsatlas.com/skills/thedivergentai/godot-composition

Trust audit

Audit 0.4.1 · source read 27 Oct 2026

Trust score89/100✓SAFE B
0 critical0 high0 medium0 low0 info

SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 13,985 of 14,816 audited skills.

What the source does

  • FilesystemNone observedNo reads or writes in the source
  • NetworkNone observedNo outbound calls in the source
  • ShellNone observedNo commands run in the source
  • DependenciesPinnedNothing floats
  • SecretsNone foundNo keys in source

Five audit layers

LayerWhat we checkResultFindings
L0 ProvenanceRepo owner, licence, archive status, activityPASS0
L1 Static sourceSecrets, path traversal, supply chain, hidden codeNA0
L2 InstructionsPrompt injection, authority framing, hidden directivesPASS0
L3 InventoryThe files and declarations match the sourcePASS0
L4 SandboxRun in isolation and watch behaviourSKIPPED why0

Gates applied: no behavioural pass.

Findings (0)

No findings at any severity. We re-audit when the source changes.

Audit 0.4.1 · source sha 0c0182b848c3 · 27 Oct 2026Report an issue or request a re-scan

Provenance

Who published it, and what the verdict is pinned to

  • Publisherthedivergentai GitHub userOwner of the repository this skill is read from
  • Source folderthedivergentai/gd-agentic-skills/skills/godot-compositionThe exact folder we audited
  • LicenceLGPL-3.0As the repository states it
  • Commit pinned for this verdict0c0182b848c3A new audit runs when the source changes
  • Repository statusNot archivedLast push 10 days ago
  • Sandboxed runNot runSkills are read, not executed; layer L4 is skipped

What it tells the agent

Full source on GitHub ↗

Its description: Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex…

---
name: godot-composition
description: "Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces \"Has-A\" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design."
---

## Core Philosophy
This skill enforces **Composition over Inheritance** ("Has-a" vs "Is-a").
In Godot, Nodes **are** components. A complex entity (Player) is simply an Orchestrator managing specialized Worker Nodes (Components).

### The Golden Rules
1.  **Single Responsibility**: One script = One job.
2.  **Encapsulation**: Components are "selfish." They handle their internal logic but don't know *who* owns them.
3.  **The Orchestrator**: The root script (e.g., `player.gd`) does **no logic**. It only manages state and passes data between components.
4.  **Decoupling**: Components communicate via **Signals** (up) and **Methods** (down).

## Decision Tree — Composition vs Autoload vs Inheritance

| Situation | Choose |
|-----------|--------|
| Gameplay entity behaviors (HP, hitbox, move, interact) | **Composition** — child components + orchestrator ([composition_root_init.gd](scripts/composition_root_init.gd)) |
| Cross-scene services (audio bus, save, net, economy ledger) | **Autoload** — not a component on the player |
| True is-a engine specialization (custom Control/Node with shared lifecycle) | **Inheritance exception** — rare; never for "adds a gun" / "adds HP" |

---

## Available Scripts

### [health_component.gd](scripts/health_component.gd)
Specialized Node for managing lifespan, damage logic, and death signals across any entity.

### [hit_box_component.gd](scripts/hit_box_component.gd)
Area-based component for intercepting damage and delegating it to a HealthComponent.

### [hurt_box_component.gd](scripts/hurt_box_component.gd)
Area-based component for dealing damage specifically to HitBoxComponents.

### [velocity_component.gd](scripts/velocity_component.gd)
Encapsulated movement and acceleration logic for reuse across Players and Enemies.

### [interaction_component.gd](scripts/interaction_component.gd)
Decoupled interaction handler using injecting `Callable` logic for context-aware actions.

### [follower_component.gd](scripts/follower_component.gd)
Decoupled tracking logic using `NodePath` injection for smooth entity following.

### [state_component_vsm.gd](scripts/state_component_vsm.gd)
Component-based state machine pattern using child nodes as individual states.

### [status_effect_component.gd](scripts/status_effect_component.gd)
Managing temporary modifiers (buffs/debuffs) by stacking effect scenes as children.

### [visual_sync_component.gd](scripts/visual_sync_component.gd)
Separating logical state (velocity/direction) from visual representation (sprite flipping).

### [composition_root_init.gd](scripts/composition_root_init.gd)
**MANDATORY first read** — Orchestrator wiring via typed `@export` (Inspector / `%UniqueNames` in the scene). Matches NEVER: no `$` / `get_node` for components.

## NEVER Do in Composition

- **NEVER use deep inheritance chains** (e.g., `Player > Entity > LivingThing > Node`) — Creates brittle "God Classes" that are hard to refactor [21].
- **NEVER use `get_node()` or `$` for components** — This breaks if the scene tree is rearranged. Always use `@export` or `%UniqueNames` [22].
- **NEVER let a component reference its parent script directly** — This makes the component impossible to reuse. Use signals or dependency injection [23].
- **NEVER mix Input, Physics, and Game Logic in one script** — This violates Single Responsibility. Split them into specialized components [24, 13].
- **NEVER create components that require a specific SceneTree structure** — A component should be "selfish" and only care about its own properties and direct children.
- **NEVER use inheritance to "add a feature"** — If you want an enemy to shoot, add a `ShootingComponent`, don't make it inherit from `ShooterEnemy`.
- **NEVER hardcode component dependencies** — If `CombatComponent` needs `HealthComponent`, look it up in `_ready()` or inject it via the parent [11].
- **NEVER treat Godot nodes as pure data** — Nodes provide lifecycle (`_process`) and signals. If you only need data, use a `Resource`.
- **NEVER ignore the Node lifecycle in components** — Use `_enter_tree()` and `_exit_tree()` for setup/cleanup that must happen regardless of the parent's state.
- **NEVER hide component points of access** — Expose `NodePath` or `Callable` properties so the parent can wire the component in the Inspector [13].

---

## Implementation Standards

### 1. Connection Strategy: Typed Exports
Do not rely on tree order. Use explicit dependency injection via `@export` with static typing.

**The "Godot Way" for strict godot-composition:**
```gdscript
# The Orchestrator (e.g., player.gd)
class_name Player extends CharacterBody3D

# Dependency Injection: Define the "slots" in the backpack
@export var health_component: HealthComponent
@export var movement_component: MovementComponent
@export var input_component: InputComponent

# Use Scene Unique Names (%) for auto-assignment in Editor
# or drag-and-drop in the Inspector.
```

### 2. Component Mindset
Components must define `class_name` to be recognized as types.

**Standard Component Boilerplate:**
```gdscript
class_name MyComponent extends Node 
# Use Node for logic, Node3D/2D if it needs position

@export var stats: Resource # Components can hold their own data
signal happened_something(value)

func _ready() -> void:
    _validate_dependencies()

func _validate_dependencies() -> void:
    # 2. Dependency-Validation: Fail early during development if setup is wrong [2]
    # NOTE: assert() is stripped in release builds [10].
    assert(stats != null, "Stats Resource missing on %s" % name)

fun

Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.

Install

Pinned to the audited commit 0c0182b

Download folder ↗
git clone https://github.com/thedivergentai/gd-agentic-skills
git -C gd-agentic-skills checkout 0c0182b848c3

The author documents no install command, so this uses the repository directly. Our verdict covers commit 0c0182b848c3 only.

Works in

The author has not said which agents this skill supports, and we have not tested it in any.

Audit history

Every audit, every source change

  1. ✓SAFE B 89 / 100

    first audit · source 0c0182b848c3

Similar skills

Questions about godot-composition

What does the godot-composition skill do?
Multi-engine long-term memory for game AI agents. Deep Godot 4.7+ (99 skills, 27 genre blueprints) + Bevy docs-first parity — audited patterns, persona orchestration (Analyst · Auditor · Builder), production-grade engineering.
Is godot-composition safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can godot-composition access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (0c0182b848c3), read on 2026-10-27. The repository is watched, and a new audit runs when it changes — this is the first audit.

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