004-actions

A set of rules for putting game-world changes—such as creating, removing, or seriously updating entities—in named action functions. An entity is an object in an entity-component-system (ECS), a way to organize game data and behavior.

In plain words
What is it for?
Use it to define actions such as spawning enemies, applying damage, and destroying entities. It also keeps user-interface changes and other outside effects separate from game-world updates.
Why use it?
It keeps changes in one predictable place instead of scattering them across data definitions and processing code. This makes entity manipulation easier to find and maintain.

Cursor rule for Cursor

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add rules/instructa/viber3d/004-actions
Clone the repo
git clone --depth 1 https://github.com/instructa/viber3d

Made for: Cursor.

Per session 0 Nothing until a file matches its globs; then the whole rule loads.
When invoked 591 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00000 $0.00591
Opus 5 $0.00000 $0.00296
Sonnet 5 $0.00000 $0.00118
Haiku 4.5 $0.00000 $0.00059

Measured yesterday against content hash 560f101cf6fc, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

004-actions scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

templates/starter-next/.cursor/rules/004-actions.mdc · 97 lines

How it starts

The opening of the file, as written. The whole thing — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Actions Guidelines

Purpose

  • Actions are centralized functions that modify the ECS world in predictable ways.
  • They keep spawn/remove/update logic out of components and systems, providing a single place for entity manipulation.

Core Principles

  1. Single Entry Points
    Write all creation, destruction, or major trait updates in these functions.
  2. Pure ECS Focus
    Do not add external side effects or UI manipulation.
  3. Descriptive Names
    Use clear names like spawnEnemy(), applyDamage(), or destroyEntity().
import { createActions } from 'koota'
import { IsEnemy, Transform, Health } from '../traits'

export const actions = createActions((world) => ({
  spawnEnemy: (position) => {
    return world.spawn(
      IsEnemy(),
      Transform({ position }),
      Health({ amount: 50 })
    )
  },
  damageEntity: (entity, amount) => {
    if (entity.has(Health)) {
      entity.set(Health, (h) => {
        const newAmount = Math.max(0, h.amount - amount)
        if (newAmount <= 0) {
          actions.destroyEntity(entity)
        }
        return { ...h, amount: newAmount }
      })
    }
  },
  destroyEntity: (entity) => {
    entity.destroy()
  }
}))

Integration with React

  • Use useActions(actionsFile) from koota/react to bind actions to the current world.
  • Keep React components free of direct ECS manipulation. Call these action functions instead.
function GameInit() {
  const { spawnEnemy } = useActions(actions)

  useEffect(() => {
    spawnEnemy({ x: 0, y: 5, z: 0 })
  }, [])

  return null
}

Testing Actions

  • Create a fresh world in each test and bind actions with actions.bindTo(world).
  • Verify entity changes after calling each action.
describe('actions', () => {
  let world
  let boundActions

  beforeEach(() => {
    world = createWorld()
    boundActions = actions.bindTo(world)
  })

  it('spawnEnemy creates an enemy entity', () => {
    const ent = boundActions.spawnEnemy({ x: 0, y: 1, z: 0 })
    expect(ent.has(IsEnemy)).toBe(true)
  })
})

Read the full file on GitHub · 97 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 97 lines · 0 tokens per session scan A 560f101cf6fc

Subscribe to this mod's changes

004-actions is a cursor rule published in the GitHub repository instructa/viber3d (623 stars, last pushed 1y ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 591 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.