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godot-fungodot-fun/gai/AGENTS.md

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AGENTS.md202 starsChanged 11 days agoMITView on GitHub

_ is mainly for engine callbacks (_ready, _process, _notification, _init, etc.). Do not prefix business methods like _refresh_xxx — that clutters the file with _ like lifecycle hooks. Use _ on variables sparingly for internal details. GDScript has no real private; use structure and folders instead. Member variables: Normal state/refs usually no _ (player, news_cache). Too many _ names hurt autocomplete and search, and look like lifecycle hooks. Use _ only for clear implementation details (_http_client, _buffer, _is_loading). Official small…

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Show its rules and text

We split this AGENTS.md into the rules it gives an agent

16 rules. About 0 are common, 8 are distinctive, and 8 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈8

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 8

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  • could be automatic: a setting could enforce it
  1. Very specific:

    Types: Use explicit types on function signatures and return values (-> void, etc.).

    line 19
  2. Very specific:

    Docs: Use ## comments for scene entry points or complex logic.

    line 20
  3. Distinctive:

    Compact formatting: Keep code on one line when it remains readable.

    line 22
  4. Very specific:

    Trailing pass: Every named function without an explicit return must end with pass, even when its body is non-empty.

    line 23
  5. Very specific:

    When connecting signals in _ready, prefer:

    line 39
  6. Distinctive:

    Avoid blocking the main thread when loading large assets.

    line 197
  7. Very specific:

    Use I18n.t() to translate text:

    line 253
  8. Distinctive:

    Avoid hard-coded fonts, sizes, spacing, radii, and colors when a matching shared token exists.

    line 324
  9. Very specific:

    Run the unit test scene relevant to the changed code before reporting the task complete.

    line 351
  10. Distinctive:

    Run commands from the repository root.

    line 355
  11. Very specific:

    Use assert(...) for expectations.

    line 375
  12. Very specific:

    Place the test script beside its runner scene.

    line 387
  13. Distinctive:

    Before reporting a code change complete:

    line 406
  14. Distinctive:

    Run the unit test scene most relevant to the changed code.

    line 408
  15. Distinctive:

    Run integration tests only when the change affects cross-scene behavior.

    line 410
  16. Distinctive:

    If tests cannot be run, state exactly why and identify what remains unverified.

    line 411

≈ “Common” is an estimate: at least 1 in 5 of the 40,246 AGENTS.md files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
AGENTS.md

Repository Map

  • zfoo/: Reusable Godot framework (zfoo/ai/message/ — OpenAI-style ChatMessage hierarchy and user multimodal parts).
  • agent/: Desktop agent application.
  • cli/: Command-line application.
  • cpp/: godot-cpp GDExtension (C++ bindings for the Godot script API).
  • test/: Unit and integration tests.
  • .agents/skills/: Reusable AI agent skills.
  • .ai/: Scripts used by skills.

GDScript Rules

General

  • Types: Use explicit types on function signatures and return values (-> void, etc.). Use the class_name type when a class has one. Prefer := for locals to lock in the inferred type at declaration; use var x = ... only when you need Variant or mixed types.
  • Docs: Use ## comments for scene entry points or complex logic. Match the tone of nearby files.
  • Nodes: Prefer @onready var name: Type = $Path.
  • Compact formatting: Keep code on one line when it remains readable.
  • Trailing pass: Every named function without an explicit return must end with pass, even when its body is non-empty. Inline anonymous functions are exempt.

Naming

_ is mainly for engine callbacks (_ready, _process, _notification, _init, etc.). Do not prefix business methods like _refresh_xxx — that clutters the file with _ like lifecycle hooks. Use _ on variables sparingly for internal details. GDScript has no real private; use structure and folders instead.

Member variables: Normal state/refs usually no _ (player, news_cache). Too many _ names hurt autocomplete and search, and look like lifecycle hooks. Use _ only for clear implementation details (_http_client, _buffer, _is_loading). Official small demos often use var _speed; large projects do not need that pattern everywhere.

KindNamingNotes
Engine lifecycle_ready, _process, _physics_process, _input, etc.Keep the official _ prefix.
Normal membersplayer, ui_panel, news_cacheNo _ prefix.
Internal vars_http_client, _buffer, _retry_countImplementation detail; use sparingly.
Signal handlerson_buy_pressed, on_timer_timeout, or handle_buy, handle_closeNo _on_*; keep separate from engine hooks.
Business / utilsrefresh_trending_items, set_tab, load_config_fileNo _ prefix; distinguish from lifecycle funcs.

When connecting signals in _ready, prefer:

func _ready() -> void:
	button.pressed.connect(on_buy_item)
	pass

func on_buy_item() -> void:
	pass

func refresh_ui() -> void:
	update_labels()
	pass

Godot Framework Reference

GodotFramework — gdf

The Autoload node runs GodotFramework.gd, whose global class name is gdf.

# Defer a callable to the main thread (useful from network / worker callbacks)
gdf.callable_deferred(func() -> void: refresh_ui())

if gdf.is_ready():
	pass

# Graceful exit — drains HTTP, subprocesses, and executors, then quits
gdf.shutdown()
# gdf.shutdown_now(exit_code) when you need an immediate exit code

gdf.events — lifecycle

  • application_start — Framework init finished.
  • application_end — Shutdown started.
  • application_exit — Cleanup done; about to quit.

AI — OpenAI-compatible chat

Chat roles and factories live on ChatMessage under zfoo/ai/message/ (SystemChatMessage, UserChatMessage, AssistantChatMessage, ToolResultChatMessage).

var client := OpenAiClient.new(OS.get_environment("OPENAI_API_KEY"), "https://api.deepseek.com/chat/completions", "deepseek-v4-flash")
# Optional: one CancelScope per run aborts in-flight HTTP for that client
client.cancel_scope = CancelScope.new()

# Non-stream — plain assistant text only (choices[0].message.content). No tool_calls, reasoning, or usage.
# Use for short one-shot replies (e.g. Sense). Agent / tool loops use async_chat_messages_stream instead.
var reply: String = await client.async_chat_text("hello", "you are a helpful assistant", proxy_address)

var messages: Array[ChatMessage] = [ChatMessage.system("you are a helpful assistant"), ChatMessage.user("hello")]
var text: String = await client.async_chat_messages_text(messages, proxy_address)

# Streaming — full OpenAiCompletion; on_delta(delta, stream_kind) for UI
var stream_completion := await client.async_chat_messages_stream(messages, tool_defs, proxy_address,
	func(delta: String, stream_kind: String) -> void: print(delta))
var streamed := stream_completion.content

Audio — music, voice, sound effects, and recording

# Single track or playlist (auto cross-fade near end of track)
Audio.play_music("res://audio/bgm.mp3")
Audio.play_musics(["res://audio/a.mp3", "res://audio/b.mp3"])

# One-shot sound / voice
await Audio.play_voice("res://audio/narration.mp3")

# Multi-channel SFX (overlapping sounds on SoundEffect bus)
Audios.play("res://audio/click.mp3", 0.8)

# Microphone recording, then save a WAV
AudioRecorder.start()
var wav := AudioRecorder.stop() # AudioStreamWAV, null when nothing captured
AudioRecorder.save(wav, "user://mic.wav")

Animation

# Plays a one-shot sprite sheet animation and removes itself when finished. Multi-row sheet: 4 columns × 4 rows, scale 0.5, 13 fps
EffectAnimation2D.spawn(Vector2(500, 200), self, "res://effects/attack.png", Vector2i(4, 4), 0.5, 13)

Hot update

  • Godot PCK hot update for a single PCK
  • Workflow: Launch App → Check Version → Download PCK → Verify MD5 → Load PCK → Enter Game

HTTP

# GET request
var response := await HttpHelper.async_get("https://api.example.com/data")
if response.success:
	Log.info(response.get_body_string())

Log

  • Logs are written to {user_data}/logs/godot.log.
Log.info("player login uid:[{}]", user_id)
Log.error("load failed path:[{}] err:[{}]", path, err)

Concurrent — executors and thread-safe collections

# FIFO single-thread queues (separate from each other)
ExecutorHelper.execute(func() -> void: pass)
var value: Variant = await ExecutorHelper.async_execute(func() -> String: return "ok")

# Godot worker pool — tasks may run in parallel
ExecutorHelper.execute_pooled(func() -> void: pass)
var pooled: Variant = await ExecutorHelper.async_execute_pooled(func() -> int: return 1)
  • ConcurrentArrayList, ConcurrentMapInt — mutex-backed thread-safe list and int-key map.

Network

  • Supports TcpClient, TcpClientThread, WebsocketClient, and WebsocketClientThread.
# Create a network session
# `ICodec` for encode/decode
var session: Session = TcpClient.new(Codec.new(), "127.0.0.1:80")

# Register receiver (typically at login / session init)
Router.register_receiver(LoginResponse, func(packet: LoginResponse) -> void: on_login_response(packet))

# Send a message without waiting for a response (fire-and-forget)
Router.send(session, SomeRequest.new())

# Request–response (waits for matching reply or timeout)
var reply: LoginResponse = await Router.async_ask(session, LoginRequest.new())

ResourceHelper — async loading

  • Avoid blocking the main thread when loading large assets.
  • res:// paths use AsyncResourceLoader; plain files outside the project use extension-based loaders (audio, images via ImageHelper, fonts).
var texture: Texture2D = await ResourceHelper.async_load("res://assets/icon.svg") as Texture2D
var scene: PackedScene = await ResourceHelper.async_load("res://scene/Level.tscn") as PackedScene
var external: ImageTexture = await ResourceHelper.async_load("C:/tmp/sprite.png") as ImageTexture

ImageHelper — decode/save external images by extension. VideoHelper — video path checks (see UI for placeholder textures).

SceneHelper — scenes & nodes

# Switch scene with fade transition (default: RectTransitionFade)
await SceneHelper.async_change_scene_to_file("res://scene/Main.tscn")

# Custom slide transition
await SceneHelper.async_change_scene_to_file("res://scene/Main.tscn", RectTransitionSlide.new())

# Instantiate a scene as a child of a node
var node := SceneHelper.add_scene_to_node(load("res://scene/Popup.tscn"), self)

# Safe queue_free
SceneHelper.queue_free(old_node)

SchedulerBus — delayed & periodic tasks

var sw := StopWatch.new() # sw.cost_seconds()

# Run once after 1000 ms
SchedulerBus.schedule(func() -> void: do_something(), 1000)

# Repeating timers instead of manually creating a `Timer`.
SchedulerBus.schedule_at_fixed_rate(func() -> void: poll_status(), 2000)

Setting — persistent user config

Setting.set_bool("sound_enabled", true)
Setting.set_string("nickname", "player1")
Setting.save()

var enabled := Setting.get_bool("sound_enabled", false)
var name := Setting.get_string("nickname", "")

I18n — localization

Use I18n.t() to translate text:

label.text = I18n.t("settings.title")

Collection — collection utilities

ArrayMapString, LazyCache, LruCacheInt, LruCacheString, ReadyQueue, RingListInt, RingListString, PairInt, PairString

Common — common utilities

CancelScope (shared cancellation for HTTP, subprocesses, and AI clients), StringBuilder, Utf8StreamDecoder, Weights

Core — tick components

Implement IComponent and call start() to receive update() every frame from gdf._process.

Utils — common helpers

  • ArrayUtils, CollectionUtils, FileUtils, GlobUtils
  • HttpUtils, IdUtils, JsonUtils, NetUtils
  • NodeUtils, NumberUtils, OSUtils, ProxyUtils, RandomUtils
  • RateLimitUtils, ReflectionUtils, StringUtils, ThreadUtils, TimeUtils

OSUtils.execute / OSUtils.async_execute run subprocesses (UTF-8 output, timeout, optional CancelScope); OSUtils.stop_all() runs on shutdown.


UI

Shared typography, layout tokens, theming, feedback, and window chrome under zfoo/ui/. Listen on gdf.events when panels must refresh after global UI state changes.

gdf.events — theme, locale, and scale

  • theme_changed — Dark/light theme switched.
  • theme_color_changed — Accent color changed.
  • locale_changed — Locale switched.
  • ui_scale_changed — UI scale preset changed.

Typography

  • Fonts: Lazily loads the bundled Noto Sans SC fonts in light, regular, medium, semibold, and bold weights.
  • Typography: Provides shared display, headline, title, body, and label sizes, plus letter-spacing values.

Layout and controls

  • Margin: Provides spacing tokens in 4-pixel increments.
  • ControlSize: Provides standard control heights, corner radii, border widths, and square sizes.
  • DisplayScale: User UI scale presets (get_ui_scale, set_ui_scale, apply_ui_scale) plus layout helpers (compute_ui_scale, compute_screen_scale).
  • StyleBoxHelper: Creates StyleBoxFlat instances and applies their content margins.
  • ButtonStyle, LineEditStyle, RangeStyle, PopupMenuStyle, FileDialogStyle, ScrollBarStyle: Theme-aware control styling.
  • PrefixLineEdit: Line edit with a leading prefix label.
  • MovingAccentBorder: Shader-driven accent border for highlighted panels.

Theme and colors

  • ThemeColor: Manages dark/light mode, the user accent color, and colors derived from the active theme.
  • Colors: Semantic and surface colors (including status feedback such as Colors.success / Colors.error) and Markdown rendering palettes.
  • FileColors: Theme-aware colors for audio, image, video, text, and folder types.
  • VideoHelper.create_placeholder_texture: Theme-aware video card placeholder when no frame is available.

Avoid hard-coded fonts, sizes, spacing, radii, and colors when a matching shared token exists.

Feedback — alerts, desktop toasts, popup windows

# Brief in-app feedback: show a non-blocking top-center message with a semantic result color.
Alert.alert("Saved successfully", Colors.success)
Alert.alert("Network error", Colors.error)

# Background-task feedback: show an OS-level notification when the app may be unfocused.
DesktopToast.show_toast("Run finished", "All tasks completed", Colors.success)

# Detailed feedback: show important or long content in a popup sized by viewport percentages.
PopupWindow.show_window("Details", "Full feedback message", 70, 80)

# Shared window chrome; subclass CommonWindow or call apply_window_theme for one-off windows
CommonWindow.apply_window_theme(window, background, title_color, border_color)
ImagePreviewWindow.show_image(texture)

Testing

Run the unit test scene relevant to the changed code before reporting the task complete. A test run passes only when Godot exits with code 0; do not report completion when the command fails, hangs, or prints a GDScript parse error.

Run tests from the command line

Run commands from the repository root.

# Example: run one unit test scene.
godot --headless --path . res://test/common/CommonTest.tscn

# GDExtension (godot-cpp) tests — requires cpp/ binaries and .godot/extension_list.cfg.
godot --headless --path . res://test/cpp/CppTest.tscn

Unit tests

Attach zfoo/gdtest/UnitTest.gd to a scene root. It scans .gd files in the scene’s folder; set include_subfolders on the scene root only when recursive discovery is intended.

A method is discovered as a unit test when:

  • Its name starts or ends with test, case-insensitively.
  • It takes no arguments.
  • An instance test belongs to an instantiable script; static tests are also supported and run first.

Use assert(...) for expectations. A failed assertion or any error logged through gdf.events.log_error fails the run and exits with code 1.

func substring_before_test() -> void:
	assert(StringUtils.substring_before("a/b/c", "/") == "a")
	pass

static func OSUtils_is_windows_test() -> void:
	assert(OSUtils.is_windows() == (OS.get_name() == "Windows"))
	pass

Place the test script beside its runner scene. For example, test/common/CommonTest.tscn runs matching methods from the .gd files in test/common/.

Integration tests

Attach zfoo/gdtest/IntegrationTest.gd to a scene root. It discovers .tscn files in the same folder whose basename starts or ends with test, case-insensitively. Set include_subfolders when the runner should scan recursively.

Integration test scenes run one at a time. Each scene must emit gdf.events.test_passed when its asynchronous work is complete; scenes using UnitTest.gd emit this signal automatically.

func _ready() -> void:
	await run_scenario()
	gdf.events.test_passed.emit()
	pass

Log failures through Log.error(...) so the runner receives gdf.events.log_error, stops the suite, and exits with code 1. Do not emit test_passed after a failed expectation.

Completion checklist

Before reporting a code change complete:

  1. Run the unit test scene most relevant to the changed code.
  2. Confirm the process exits with code 0 and has no parse errors or failure logs.
  3. Run integration tests only when the change affects cross-scene behavior; the complete integration suite is not required by default because it is slow.
  4. If tests cannot be run, state exactly why and identify what remains unverified.

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