godot-enemy-ai-headless-smoke

Validate Godot enemy AI headless smoke tests for FSM transitions, health, and navmesh bakes.

8|3|Updated Jun 12, 2026
One-click install
npx skills add https://github.com/arthur0n/xenodot-forge --skill godot-enemy-ai-headless-smoke
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godot-enemy-ai-headless-smoke
Source: https://github.com/arthur0n/xenodot-forge/tree/main/plugin/skills/godot-enemy-ai-headless-smoke
Command: npx skills add https://github.com/arthur0n/xenodot-forge --skill godot-enemy-ai-headless-smoke

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps you write Godot headless smoke tests for enemy AI without chasing impossible assertions that depend on rendering, overlap sync, or fully settled runtime physics.

Core Features & Use Cases

  • FSM logic testing: Validate patrol, aggro, alert, search, and re-acquire transitions by constructing the enemy state machine in isolation.
  • Data and health verification: Confirm archetype resource fields round-trip correctly and that damage handling reduces health, emits death, and frees the node.
  • Navmesh bake validation: Check that a runtime bake actually produced navigation polygons, catching the nested-host zero-polygon trap before it reaches manual playtesting.
  • Practical use case: Use this when an enemy AI smoke test hangs, always fails in headless mode, or appears correct in code but still breaks in-game.

Quick Start

Ask for a Godot headless enemy-AI smoke test that validates FSM transitions, archetype loading, health death handling, and a non-empty runtime navmesh bake, while leaving real chase and perception checks for a human F5 run.

Frequently Asked Questions about godot-enemy-ai-headless-smoke

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I test Godot enemy AI in headless mode without failing on rendering or physics sync?

Headless smoke testing validates FSM transitions, archetype resource round-trips, health handling, and navmesh polygon counts without rendering or overlap sync. You construct the enemy state machine in isolation to test patrol, aggro, alert, search, and re-acquire transitions.

Why does my Godot navmesh bake produce zero polygons during a headless smoke test?

Runtime navmesh bakes can fall into a nested-host zero-polygon trap after level instancing. Headless smoke tests catch this by asserting polygon-count validation to ensure the bake actually produced navigation polygons before manual playtesting begins.

What is the best way to validate FSM transitions for enemy AI in Godot?

The best way to validate enemy FSM transitions is constructing the state machine in isolation within a headless smoke test. This allows you to confirm patrol, aggro, alert, search, and re-acquire transitions without windowed perception or real chase checks.

How do I verify enemy archetype resources and health death behavior in Godot?

Verify enemy archetype resources and health death behavior by running headless smoke tests that confirm resource fields round-trip correctly and that damage handling reduces health, emits death signals, and frees the node without requiring an active rendering window.

Can I run Godot enemy AI smoke tests without opening the editor?

Yes, you can run enemy AI smoke tests without the editor by validating headless-safe logic. You construct the state machine in isolation to check FSM transitions, archetype loading, and non-empty runtime navmesh bakes, leaving real perception and pathing checks for manual F5 runs.

When should I not use headless testing for Godot enemy AI?

You should not use headless testing for real chase and perception checks or fully settled runtime physics validation. Headless smoke tests target FSM logic, archetype round-trips, health death behavior, and navmesh bake verification, leaving windowed perception and pathing checks for human F5 runs.