--- name: godot-genre-puzzle description: "Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management." --- ## NEVER Do (Expert Anti-Patterns) ### Design & Player Experience - NEVER punish experimentation; strictly provide **Undo/Reset** functionality to allow risk-free hypothesis testing. - NEVER require pixel-perfect input for logic puzzles; strictly use **Grid Snapping** or large, forgiving hitboxes. - NEVER allow undetected **Soft-Locks** (unsolvable states); strictly notify the player or provide immediate backtracking. - NEVER hide the rules of the world; strictly ensure visual feedback is instant and unambiguous (e.g., powered wires must glow). - NEVER skip the **Non-Verbal Tutorial** phase; strictly introduce mechanics in isolation before combining them. ### Grid Logic & State - NEVER use floating-point numbers (`Vector2`) for grid coordinates; strictly use **Vector2i** to prevent precision drift. - NEVER use `_process()` for grid-state or win-condition validation; strictly trigger checks only when a piece moves. - NEVER rely on the `SceneTree` structure as the source of truth; strictly maintain grid data in a separate script/dictionary. - NEVER modify a Dictionary or Array size while iterating over it; strictly use a copy or a separate queue for modifications. - NEVER calculate heavy recursive solvers in `_process()`; strictly cache results or use threaded workers for solve-checks. - NEVER ignore diagonal rules in pathfinding; strictly configure `AStarGrid2D.diagonal_mode` correctly. ### Architecture & Performance - NEVER ship dual undo authorities; strictly use Godot's built-in **UndoRedo** via [puzzle_undo_manager.gd](scripts/puzzle_undo_manager.gd) — do **not** also maintain a hand-rolled Command stack. - NEVER intermingle "do" and "undo" logic in the same function; strictly maintain separation for predictable rollbacks. - NEVER use exact floating-point equality (==); strictly use `is_equal_approx()` for spatial constraints. - NEVER use `load()` for resetting large rooms dynamically; strictly use `ResourceLoader.load_threaded_request()`. - NEVER leave **Tween** objects unreferenced; strictly kill active tweens before starting new movement on the same object. --- ## 🛠 Expert Components (scripts/) > **MANDATORY reads** before implementing the matching system: > 1. [puzzle_undo_manager.gd](scripts/puzzle_undo_manager.gd) — sole undo authority (`UndoRedo`) > 2. [grid_manager.gd](scripts/grid_manager.gd) — Vector2i grid as truth > 3. [puzzle_state_validator.gd](scripts/puzzle_state_validator.gd) — soft-lock / win checks on commit ### Original Expert Patterns - [puzzle_undo_manager.gd](scripts/puzzle_undo_manager.gd) - Godot `UndoRedo` wrapper for move do/undo (golden path). ### Modular Components - [grid_manager.gd](scripts/grid_manager.gd) - Vector2i board state decoupled from SceneTree. - [grid_tween_mover.gd](scripts/grid_tween_mover.gd) - Kill-before-recreate Tweens for piece moves. - [puzzle_state_validator.gd](scripts/puzzle_state_validator.gd) - Win / soft-lock validation after commits. - [grid_input_manager.gd](scripts/grid_input_manager.gd) - Snapped grid input. - [match_three_logic.gd](scripts/match_three_logic.gd) - Match-3 resolve / cascade helpers. - [puzzle_pathfinder.gd](scripts/puzzle_pathfinder.gd) - `AStarGrid2D` hints (`diagonal_mode`). - [puzzle_saver.gd](scripts/puzzle_saver.gd) - Level / snapshot serialization. - [puzzle_validator.gd](scripts/puzzle_validator.gd) - Broader solvability checks. - [puzzle_history.gd](scripts/puzzle_history.gd) - Thin UndoRedo action helpers (complements undo manager). - [tile_animator.gd](scripts/tile_animator.gd) - Tile juice without owning state. - [shuffle_bag.gd](scripts/shuffle_bag.gd) - Fair random piece bags. - [perspective_overlay.gd](scripts/perspective_overlay.gd) - Perspective / overlay puzzles. - [sleepy_block.gd](scripts/sleepy_block.gd) - Timed / sleeping block mechanic sample. > **Do NOT load** [command_undo_redo.gd](scripts/command_undo_redo.gd) — legacy hand-rolled Command stack superseded by `UndoRedo`. --- ## Core Loop 1. **Observe** → 2. **Hypothesize** → 3. **Commit move** → 4. **Validate** → 5. **Undo/Reset** if needed ## Decision Trees ### Genre → scripts | Puzzle type | MANDATORY reads | |-------------|-----------------| | Sokoban / push grid | [grid_manager.gd](scripts/grid_manager.gd), [grid_tween_mover.gd](scripts/grid_tween_mover.gd), [puzzle_undo_manager.gd](scripts/puzzle_undo_manager.gd), [puzzle_state_validator.gd](scripts/puzzle_state_validator.gd) | | Match-3 | [match_three_logic.gd](scripts/match_three_logic.gd), [grid_tween_mover.gd](scripts/grid_tween_mover.gd), [puzzle_undo_manager.gd](scripts/puzzle_undo_manager.gd) | | Physics / spatial | Snap on settle → then same undo/validator path; do not treat rigid bodies as truth | | Hints / solvers | [puzzle_pathfinder.gd](scripts/puzzle_pathfinder.gd) (`AStarGrid2D.diagonal_mode`) | ### Undo authority | Need | Action | |------|--------| | Player undo/redo | **Only** [puzzle_undo_manager.gd](scripts/puzzle_undo_manager.gd) | | Level editor history | Still `UndoRedo` — wrap editor actions the same way | ## Skill Chain | Phase | Skills | Purpose | |-------|--------|---------| | 1. Data | `dictionaries`, `resources` | Grid truth, level `.tres` | | 2. Input | `godot-input-handling` | Snapped moves | | 3. Motion | `godot-tweening` | Piece Tweens | | 4. AI/hints | `godot-navigation-pathfinding` | A* hints | | 5. Persist | `godot-save-load-systems` | Level / progress | ## Common Pitfalls | Pitfall | Solution | |---------|----------| | Dual undo APIs | Delete Command-stack path; use UndoRedo manager only | | Win check in `_process` | Validate on move commit via state validator | | Float grid coords | `Vector2i` only | > **MANDATORY** for depth beyond decision trees and script catalog: [puzzle-elite-implementations.md](references/puzzle-elite-implementations.md). **Do NOT Load** on first-pass wiring — use bundled `scripts/` first. ## Architecture Overview ### 1. Command Pattern (Undo System) Essential for puzzle games. Never punish testing. ```gdscript ## Godot-Specific Tips * **Tweens**: Use `create_tween()` for all grid movements. It feels much better than instant snapping. * **Custom Resources**: Store level data (layout, starting positions) in `.tres` files for easy editing in the Inspector. * **Signals**: Use signals like `state_changed` to update UI/Visuals decoupled from the logic. --- ## 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 - [UndoRedo](https://docs.godotengine.org/en/stable/classes/class_undoredo.html) — Built-in action history for do/undo/redo so puzzle experimentation does not require a hand-rolled command stack. - [AStarGrid2D](https://docs.godotengine.org/en/stable/classes/class_astargrid2d.html) — Uniform-grid pathfinding (`diagonal_mode`, `jumping_enabled`) for hints and reachability on Sokoban-style boards. - [Tween](https://docs.godotengine.org/en/stable/classes/class_tween.html) — Interruptible `create_tween()` motion for cell-to-cell feedback while logical `Vector2i` state updates immediately. - [Using TileMaps](https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html) — TileMapLayer workflows for painting walls/targets while keeping puzzle truth in a separate grid dictionary. - [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Persist level progress, stars, and mid-puzzle snapshots without relying on scene reload as save. - [Using InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) — Device-agnostic click/drag/action routing for forgiving grid selection and move commits. - [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Store layouts and starting piece sets as `.tres`/`Resource` data editable in the Inspector. - [Physics introduction](https://docs.godotengine.org/en/stable/tutorials/physics/physics_introduction.html) — RigidBody sleep, layers, and integration hooks for physics-driven puzzle pieces. - [Idle and Physics Processing](https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html) — Why win/soft-lock checks belong on move commits, not every `_process` frame. - [Data preferences](https://docs.godotengine.org/en/stable/tutorials/best_practices/data_preferences.html) — Prefer integer grid keys (`Vector2i`) and explicit dictionaries over SceneTree-as-truth. - [Runtime file loading and saving](https://docs.godotengine.org/en/stable/tutorials/io/runtime_file_loading_and_saving.html) — `FileAccess`/`user://` patterns for custom level JSON and editor export packs. - [JSON](https://docs.godotengine.org/en/stable/classes/class_json.html) — Serialize compact puzzle boards when splitting `Vector2` fields for portable level files. ### Related Skills #### Prerequisites - [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Buffered InputEvent/action maps so grid clicks and directional moves stay device-agnostic and forgiving. - [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Safe `state_changed` / `level_complete` wiring so UI and VFX stay decoupled from grid truth. - [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — Autoload/project layout baselines before stacking undo managers, savers, and level packs. #### Complements - [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) — Deeper Tween composition when cell moves, match clears, and resets need interruptible juice without logic races. - [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — Progress ownership, versioning, and threaded loads beyond per-level JSON snapshots. - [godot-tilemap-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tilemap-mastery/SKILL.md) — TileMapLayer painting, custom data, and terrain patterns that visualize walls while scripts own solvability. - [godot-navigation-pathfinding](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) — Broader Navigation/A* stacks when puzzle hints outgrow a single `AStarGrid2D` region. - [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md) — RigidBody sleep, layers, and queries for physics puzzles that still need deterministic settle/win checks. - [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) — Phase FSMs (observe → move → resolve → win) when puzzles mix animation locks with input gates. - [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — Camera2D/3D framing and unproject helpers for perspective/world-space puzzle overlays. - [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — Minimal undo/reset HUD layouts that stay non-intrusive during non-verbal tutorials. #### Downstream / consumers - [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — Sample solvability, move-count distributions, and soft-lock rates so level packs stay fair as mechanics combine. - [godot-procedural-generation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-procedural-generation/SKILL.md) — Generate candidate boards that still pass this skill's validators, undo constraints, and win-condition contracts. - [godot-genre-roguelike](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-roguelike/SKILL.md) — Consumes grid/undo patterns when dungeon runs embed discrete puzzle rooms or locked-door logic. #### Master - [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry for discovering this genre skill beside sibling domains.