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ThomsenDrake

pokewild-gd

by ThomsenDrake

PokeWilds-GD: A Godot 4 port of the open-source Pokemon game PokeWilds

0🍴 1📅 2025年12月26日
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SKILL.md


name: pokewild-gd description: PokeWilds-GD specific workflows - autoloads, databases, world gen, camera allowed-tools: [Bash]

PokeWilds-GD Development Workflows

Project-specific tools for the PokeWilds-GD codebase.

Architecture Overview

This game uses 16 autoload singletons for all game logic:

  • GameManager, BattleManager, SaveManager
  • SpeciesDatabase, MoveDatabase, ItemDatabase
  • BuildManager, HabitatManager, BreedingManager
  • And more...

Scenes are minimal - most logic lives in autoloads.

Autoload Inspection

Query Autoload State

# Execute GDScript to query autoloads
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(GameManager.current_state)"

# Get Pokemon database count
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(SpeciesDatabase.get_species_count())"

# Check battle status
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(BattleManager.is_battle_active())"

Call Autoload Methods

mcp-exec ~/.claude/scripts/godot_call_method.py \
  --node "GameManager" \
  --method "get_state"

mcp-exec ~/.claude/scripts/godot_call_method.py \
  --node "SpeciesDatabase" \
  --method "get_species" \
  --args "25"  # Pikachu

Database Queries

Species Database

# Get specific Pokemon
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(SpeciesDatabase.get_species(25))"  # Pikachu

# List all species
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(SpeciesDatabase.get_all_species())"

Move Database

# Get move data
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(MoveDatabase.get_move('thunderbolt'))"

Item Database

# Get item info
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(ItemDatabase.get_item('potion'))"

Camera Controls

Zoom

# Zoom in (2x)
mcp-exec ~/.claude/scripts/pokewild_camera.py --zoom 2.0

# Zoom out (0.5x)
mcp-exec ~/.claude/scripts/pokewild_camera.py --zoom 0.5

Position

# Move camera
mcp-exec ~/.claude/scripts/pokewild_camera.py --position 400 300

# Zoom and move
mcp-exec ~/.claude/scripts/pokewild_camera.py --zoom 1.5 --position 200 150

Current Camera State

mcp-exec ~/.claude/scripts/godot_get_properties.py --node "Camera2D"

World Generation

Habitat System

# Check habitat at position
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(HabitatManager.get_habitat_at(100, 100))"

# Get biome info
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(HabitatManager.get_current_biome())"

Procedural Generation

# Trigger world generation (if exposed)
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "WorldGenerator.generate_chunk(0, 0)"

# Get generation parameters
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(WorldGenerator.get_config())"

Building System

Build Mode

# Check build mode status
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(BuildManager.is_build_mode_active())"

# Get available structures
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(StructureDatabase.get_all_structures())"

Battle System

Battle State

# Check if in battle
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(BattleManager.is_in_battle())"

# Get battle info
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print(BattleManager.get_battle_state())"

Common Workflows

Debug Game State

# Full game state snapshot
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print({
    'game': GameManager.get_state(),
    'player': GameManager.get_player_info(),
    'camera': {'zoom': Camera2D.zoom, 'pos': Camera2D.position}
  })"

Test Pokemon Spawning

# Spawn a Pokemon for testing
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "GameManager.spawn_pokemon(25, 100, 100)"  # Pikachu at (100, 100)

Inspect World at Position

# What's at a specific position?
mcp-exec ~/.claude/scripts/godot_execute_code.py \
  --code "print({
    'habitat': HabitatManager.get_habitat_at(200, 200),
    'entities': GameManager.get_entities_at(200, 200)
  })"

Camera Debugging

# Reset camera
mcp-exec ~/.claude/scripts/pokewild_camera.py --zoom 1.0 --position 0 0

# Get current camera state
mcp-exec ~/.claude/scripts/godot_get_properties.py --node "Camera2D"

Manager Reference

Core Managers

  • GameManager - Main game state, player, entities
  • InputManager - Input handling (use InputManager methods, not is_action_pressed!)
  • SaveManager - Save/load game state
  • GameLogger - Logging system

Battle & Breeding

  • BattleManager - Battle system
  • BreedingManager - Pokemon breeding
  • TypeChart - Type effectiveness

World & Building

  • HabitatManager - Biomes and habitats
  • BuildManager - Building mode
  • StructureDatabase - Available structures
  • FieldMoveManager - Field moves (Surf, Cut, etc.)

Databases

  • SpeciesDatabase - Pokemon species data
  • MoveDatabase - Move data
  • ItemDatabase - Item data

Other

  • AudioManager - Sound and music
  • RanchManager - Ranch/farm system

Code Patterns (from AGENTS.md)

Input Handling

# DON'T: Direct input checks
if Input.is_action_pressed("move_up"):

# DO: Use InputManager
if InputManager.is_action_pressed("move_up"):

Strict Typing

# Always use type hints
var player_position: Vector2 = GameManager.get_player_position()
func calculate_damage(attacker: Pokemon, defender: Pokemon) -> int:

Viewport System

  • Display: 480×432 (30×27 tiles)
  • Camera zoom: Flexible (use pokewild_camera.py)

Tips

  1. Most logic is in autoloads - Query them instead of scene nodes
  2. Use GDScript execution for complex queries
  3. Camera is in main scene - Access via "Camera2D" node
  4. Reference Java source - Check source_reference/ for original implementation
  5. Follow strict typing - All code uses type hints

See Also

  • Global Godot MCP skill: ~/.claude/skills/godot-mcp/SKILL.md
  • Code style guide: AGENTS.md
  • Continuity ledger: thoughts/ledgers/CONTINUITY_CLAUDE-poke-wilds-gd.md

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