Installable skillMIT

Godot Game Loop: Harvest

Data-driven resource harvesting system (mining, logging, foraging) for Godot 4. Use when implementing gathering mechanics with tool/tier validation, health depletion, item spawning, and persistence.

BY ahmet-cetinkayaUPDATED Oct 27, 2026
INTENDED FOR◈OpenClawInstall in a listed agent.

instructions.md

---
name: godot-game-loop-harvest
description: Data-driven resource harvesting system (mining, logging, foraging) for Godot 4. Use when implementing gathering mechanics with tool/tier validation, health depletion, item spawning, and persistence.
---

# Godot Game Loop: Harvest

Implement decoupled, data-driven gathering mechanics. This system handles tool validation, depletion, and respawning.

## 1. Component Reference

| Component | Asset | Description |
| :--- | :--- | :--- |
| **Resource Data** | [resource_data.gd](scripts/resource_data.gd) | `Resource`: Defines health, yield, and tool requirements. |
| **Tool Data** | [harvest_tool_data.gd](scripts/harvest_tool_data.gd) | `Resource`: Defines damage, type, and tier. |
| **Harvestable Node** | [harvestable_node.gd](scripts/harvestable_node.gd) | `StaticBody3D`: The world interaction entity. |
| **Respawn Manager** | [harvest_respawn_manager.gd](scripts/harvest_respawn_manager.gd) | `Node`: (Singleton) Manages world persistence. |
| **Inventory Manager**| [harvest_inventory_manager.gd](scripts/harvest_inventory_manager.gd) | `Node`: Hub for resource collection. |

## 2. Implementation Guide

### Step 1: Resource Setup
- Create a `HarvestResourceData` resource in the inspector.
- Configure `Required Tool Type` (e.g., "pickaxe", "axe") and `Required Tier`.
- Set `Yield Range` (Vector2i) and optional `Item Scene` for physical drops.

### Step 2: Node Configuration
- Attach `harvestable_node.gd` to a `StaticBody3D` node.
- Assign the `ResourceData` from Step 1.
- Assign a child `Node3D` (e.g., a Mesh) to `mesh_to_shake` for visual feedback.
- **Physics**: Ensure the node is on **Layer 1** for interaction.

### Step 3: Global Systems (Recommended)
- Add `harvest_respawn_manager.gd` as an **Autoload** named `HarvestRespawnManager`.
- The `HarvestableNode` will automatically use this manager if it is found at `/root/HarvestRespawnManager`.

## 3. Interaction & Signals

### Calling Hits
When a player interacts (e.g., via RayCast), call `apply_hit(tool_data)`.

```gdscript
if collider is HarvestableNode:
    collider.apply_hit(player_tool)
```

### Signal Map
| Signal | Payload | Integration |
| :--- | :--- | :--- |
| `harvested` | `(data, amount)` | Connect to `InventoryManager.add_resource`. |
| `took_damage` | `(curr, max)` | Connect to a Progress Bar or Damage Popups. |
| `interaction_failed`| `(reason: String)` | Handles `"wrong_tool"` or `"low_tier"` UI feedback. |

## NEVER Do

- **NEVER use float variables to store massively accumulated harvest resources** — Large floats lose precision, which can lead to "missing" resources in idle/clicker games. Always use `int` for core counts.
- **NEVER process gathering logic in _process() without multiplying rates by delta** — If you don't use `delta`, the harvesting speed will fluctuate wildly based on the player's hardware performance/framerate.
- **NEVER run heavy array mathematics for thousands of resources on the main thread** — This will cause micro-stutters. Distribute heavy calculations using `WorkerThreadPool`.
- **NEVER leave a gathering game running at full GPU utilization** — For UI-heavy harvest games, enable `OS.low_processor_usage_mode` to drastically reduce battery drain on mobile/laptops.
- **NEVER trust OS.get_ticks_msec() for offline progress** — This only tracks system uptime. Rely on `Time.get_unix_time_from_system()` to calculate real-world time passed between sessions.
- **NEVER use Timer nodes for precise audio-visual harvesting synchronization** — Timer nodes are subject to framerate variations. For frame-perfect sync, use code-based timers or the animation system.
- **NEVER couple your resource logic directly to UI counters** — Use a signal bus or event system to notify the UI of changes, keeping the game logic decoupled from the presentation.
- **NEVER constantly instantiate and destroy Label nodes for "floating numbers"** — Frequent allocation/deallocation leads to memory fragmentation. Use an object pool for damage/harvest popups.
- **NEVER modify a globally shared Resource without calling duplicate()** — If you modify a shared `Resource` (like a base crop yield), every instance using that resource will be updated. Use `duplicate(true)`.
- **NEVER access shared harvest data from background threads without a Mutex** — Simultaneous access will eventually corrupt your inventory data. Always use a `Mutex` to lock sensitive blocks.
- **NEVER hardcode yield values in your gathering scripts** — Use exports and custom `Resource` files so designers can balance the economy without touching the code.
- **NEVER use queue_free() on a harvested node before the VFX/SFX finish** — You'll cut off the "juice." Hide the mesh and disable collision, then `queue_free()` once the effect signals completion.
- **NEVER check tool requirements via string comparisons if possible** — Use enums or class types. Strings are prone to typos and are slower for high-frequency checks.
- **NEVER neglect to save the UNIX timestamp on exit** — If you forget this, you lose the ability to calculate offline earnings when the player returns.
- **NEVER scale collision shapes non-uniformly for harvestable objects** — This breaks the underlying physics calculations. Adjust the shape resource dimensions instead.

---

## Available Scripts

> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.

### [harvest_loop_patterns.gd](scripts/harvest_loop_patterns.gd)
Expert patterns for idle optimization, UNIX-based offline gains, and threaded resource processing.

### [resource_data.gd](scripts/resource_data.gd)
`Resource` container: Defines health, yield, and tool requirements for a harvestable object.

### [harvestable_node.gd](scripts/harvestable_node.gd)
`StaticBody3D`: The world interaction entity that handles hits, shakes, and depletion.
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.