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2026-08-27 12:44:09 -07:00
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name: Verify Export Config
on: workflow_dispatch
jobs:
check:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Download export templates (cached)
run: |
mkdir -p .godot/export_templates
wget -qO- https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_export_templates.tpz \
| tar xzf - -C .godot/export_templates --strip-components=1
- name: Validate project compiles cleanly
run: godot --headless --quit-after-editor-checks 2>&1 | tee editor.log
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name: GDScript Lint
on: [push, pull_request]
jobs:
lint:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Run gd-lint
run: |
pipx install godot-lint
gd_lint src/ --error-on-warn --ignore=core/,tools/
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name: Run Tests
on: [push]
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Install Godot CLI
run: |
wget -q https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
unzip -qq *.zip -d /tmp/ && sudo cp "/tmp/Godot v4.3 stable/Godot_v4.3-stable_linux.x86_64" /usr/local/bin/godot && chmod +x /usr/local/bin/godot
- name: Run headless tests
run: |
godot --headless --script res://tests/run_tests.gd --quit-after-tests
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# Auto-generated by Godot
.godot/
*.import
*.gdignore
export_templates/
# IDE & OS
.vscode/
.idea/
Thumbs.db
desktop.ini
# Build output (keep out of src/)
bin/
osu!/
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# How to Ask for Help on YeetGeese
When prompting an AI about this project, include:
1. **Godot version:** "Godot 4.x" (use GDScript 4 syntax: typed signals, `@onready`, match/enums)
2. **Node context:** e.g., "`TowerBase.gd` extending `Node2D` with a child `ProjectileSpawner` Marker2D"
3. **Goal + constraint:** "Make fire rate scale with tower level without hardcoding values."
## Coding Conventions We Follow
- Prefer `Resource`-backed stats over exported hardcoded numbers where balance changes are expected.
- Use named signals: `signal damage_dealt(amount: int)`, `signal mob_killed(currency_reward: int)`
- Keep scenes small; compose behavior across nodes rather than one 1000-line script.
- Always type variables and return values in GDScript 4 style.
## Prompt Templates That Work Well
- "Write a GDScript 4 `find_target()` that picks the enemy furthest along its path from this tower, using `_get_enemies_in_range() -> Array[EnemyMob]`."
- "Refactor this hardcoded fire rate into a `TowerStats.res` Resource and show how the tower reads it on spawn."
- "Implement a placement preview cursor that snaps to a grid and turns red where `_can_build_at()` returns false."
## What I Expect From You (AI)
- Return complete, runnable GDScript 4 with comments explaining node setup.
- Flag any Godot 3 vs 4 API differences (e.g., `move_and_slide()` behavior, signal typing).
- If a request needs multiple scenes, describe the scene hierarchy before showing code.
Read `ARCHITECTURE.md` for system boundaries and data flow expectations.
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# YeetGeese Architecture Notes
## Core Loop
1. `WaveRunner` reads a `WaveTable` Resource → spawns enemies onto a shared `NavigationRegion2D` path.
2. Player drags a tower placement cursor → confirms → instantiates a tower scene at the grid cell.
3. Towers run a continuous `find_target()` → call `fire()` → spawn a goose projectile from `ProjectileSpawner`.
4. Geese travel to the target, deal damage, and grant currency on kill.
## Key Design Choices
- **Stats as Resources:** Every balanceable value (damage, fire rate, enemy HP) lives in `.tres`/`.tres` files, not hardcoded. This keeps tuning non-invasive.
- **Signals over polling:** Towers emit `target_acquired`, enemies emit `health_changed`, HUD listens via `%HUD`. No frame-polling managers.
- **Placement grid decoupled from navigation:** The buildable area is a `Vector2i` grid checked against `_can_build_at()`. Pathfinding uses Godot's built-in `NavigationServer2D`.
## Scene Expectations (for AI)
- Tower: `TowerBase.gd` (Node2D) with child `ProjectileSpawner` (Marker2D) and `TargetFinder`.
- Enemy: `EnemyMob.gd` extending `Area2D`, uses `_ready()` to assign a path via `$NavigationPath2D.bake_path_from_parent()`.
- Projectile: `Goose.gd` extending `RigidBody2D` or `CharacterBody2D` with linear velocity toward target.
## Data Flow Example
```gdscript
# WaveRunner creates an enemy from a resource
var mob_scene = enemy_res.instantiate().tree_entered.connect(_on_mob_spawned)
add_child(mob_scene)
# Tower acquires and fires
func fire_at(target: Node2D) -> void:
var goose := projectile_res.instantiate() as Goose
add_child(goose)
goose.yeet_from($ProjectileSpawner.global_position, target.global_position)
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# YeetGeese 🪿🚜
A farm-themed tower defense where you yeet geese at oncoming livestock. Built with Godot 4.x.
## Quick Start
1. Open this folder in **Godot 4.3+** (stable recommended).
2. Run `main.tscn` from the editor's Play button.
3. Place towers along the animal path and watch the geese fly!
## Folder Layout
- `src/core/` - Autoloads & global state (wave progress, currency)
- `src/towers/` - Base tower node + individual yeeter scenes
- `src/projectiles/` - Goose projectile logic & impact handling
- `src/enemies/` - Animal mob scenes & path navigation data
- `src/waves/` - `WaveTable.res` (balance file) + runner system
- `src/ui/` - HUD, placement gizmo, menus
## For AI Assistants
Read `AI_HELP.md` before writing code. It contains our GDScript 4 conventions, scene expectations, and prompt templates tailored to this project.
## License
TBD (placeholder for indie release)
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