name: godot-add-signals version: 3.0.0 displayName: Replace Coupling with Signals description: > Use when Godot code has tight coupling via get_node(), get_parent(), or direct references creating brittle dependencies. Detects coupling patterns and transforms to signal-based communication. Components become independent, testable, and reusable. Preserves exact behavior while improving architecture. author: Asreonn license: MIT category: game-development type: tool difficulty: intermediate audience: [developers] keywords:
- godot
- signals
- decoupling
- get-node
- get-parent
- architecture
- gdscript
- loose-coupling platforms: [macos, linux, windows] repository: https://github.com/asreonn/godot-superpowers homepage: https://github.com/asreonn/godot-superpowers#readme
permissions: filesystem: read: [".gd", ".tscn"] write: [".gd", ".tscn"] git: true
behavior: auto_rollback: true validation: true git_commits: true
outputs: "Signal definitions, signal connections, decoupled components, git commits" requirements: "Git repository, Godot 4.x" execution: "Fully automatic with behavior preservation" integration: "Part of godot-refactor orchestrator, works with godot-split-scripts"
Replace Coupling with Signals
Core Principle
Components communicate via signals, not direct references. Coupling makes code brittle and hard to test.
What This Skill Does
Finds patterns like:
# player.gd
func take_damage(amount):
health -= amount
get_node("../UI/HealthBar").update(health) # TIGHT COUPLING
get_parent().get_node("ScoreManager").reduce_score() # FRAGILE PATH
Transforms to:
# player.gd
signal health_changed(new_health)
func take_damage(amount):
health -= amount
health_changed.emit(health) # SIGNAL - NO COUPLING
# main.gd (or scene setup)
func _ready():
player.health_changed.connect(ui.health_bar.update)
player.health_changed.connect(score_manager.on_player_damaged)
Detection Patterns
Identifies:
get_node("../path")- Upward path navigationget_parent().something- Parent dependenciesfind_child("name")- Runtime searcheshas_method()- Tight interface coupling- Direct owner references creating circular dependencies
When to Use
You're Refactoring Legacy Code
Old code has spaghetti dependencies via get_node chains.
You're Building Testable Systems
Want to test components in isolation without full scene tree.
You're Creating Reusable Components
Components should work in different contexts without modification.
You're Experiencing Brittle Code
Changes to scene structure break unrelated functionality.
Process
- Scan - Find all get_node(), get_parent(), find_child() usage
- Analyze - Identify what information flows between nodes
- Define Signals - Create signal definitions for communication
- Replace - Convert direct calls to signal emissions
- Connect - Wire signals in appropriate orchestration points
- Validate - Ensure behavior preserved exactly
- Commit - Git commit per coupling removal
Example Transformation
Before (Tight Coupling):
# enemy.gd
extends CharacterBody2D
func die():
var player = get_node("../Player") # FRAGILE PATH
player.add_score(100)
var audio = get_parent().get_node("AudioManager") # TIGHT COUPLING
audio.play_sound("enemy_death")
queue_free()
After (Signal-Based):
# enemy.gd
extends CharacterBody2D
signal died(score_value: int)
signal death_sound_requested(sound_name: String)
func die():
died.emit(100)
death_sound_requested.emit("enemy_death")
queue_free()
# main.gd (orchestrator)
func _ready():
for enemy in enemies:
enemy.died.connect(player.add_score)
enemy.death_sound_requested.connect(audio_manager.play_sound)
Signal Patterns
One-to-Many
One emitter, multiple listeners (health changed → update UI + save game + achievement check).
Event Broadcasting
Announce something happened without knowing who cares.
Request-Response
Request service without knowing provider (request_ammo → whoever handles ammo).
State Change Notification
Notify when state changes (entered_water, jumped, landed).
What Gets Created
- Signal definitions with typed parameters
- Signal emission at appropriate points
- Signal connections in orchestrator scripts
- Documentation of signal purpose and parameters
- Git commits documenting each decoupling
Smart Analysis
Identifies coupling types:
- Structural coupling - Depends on scene tree structure
- Interface coupling - Calls specific methods on other nodes
- Data coupling - Accesses data from other nodes
Chooses appropriate solution:
- Signals for events and notifications
- Dependency injection for services
- Scene composition for reusable components
Integration
Works with:
- godot-split-scripts - Split first, then decouple
- godot-extract-to-scenes - Extract scenes, then add signals
- godot-refactor (orchestrator) - Runs as part of full refactoring
Safety
- Behavior preserved exactly
- Signal connections tested automatically
- Rollback on validation failure
- Original coupling preserved in git history
When NOT to Use
Don't add signals if:
- Parent-child relationship is intentional design
- Component genuinely needs specific parent type
- Coupling is within same responsibility boundary
- Adding signals makes code more complex, not simpler
Examples of valid coupling:
- UI button calling parent dialog's close method
- Child node accessing parent's exported properties
- Component accessing owner's public API
Signal Naming Conventions
Events (past tense):
health_changeditem_collectedenemy_died
Requests (imperative):
damage_requestedplay_soundspawn_particle
State Changes:
entered_stateexited_statestate_changed
Benefits
- Testability - Test components without full scene tree
- Reusability - Components work in different contexts
- Flexibility - Add/remove listeners without changing emitter
- Maintainability - Changes don't break distant code
- Clarity - Signal connections show system architecture
Common Transformations
| Before (Coupled) | After (Signal-Based) |
|---|---|
get_node("../Player").damage() | damage_dealt.emit() → player listens |
get_parent().update_ui() | ui_update_requested.emit() → UI listens |
owner.score += 10 | score_changed.emit(10) → owner listens |
find_child("Camera").shake() | screen_shake_requested.emit() → camera listens |