dependency-injection

dependency-injection is a skill for Claude Code from jame581/GodotPrompter. It costs 27 tokens per session (2,536 once invoked), scanned A, original, MIT.

Guidance for connecting parts of a Godot game so each part can receive the services it needs without directly depending on specific global objects. Godot is a tool for building games.

In plain words
What is it for?
Use it to organise services such as audio, user-interface updates, and game state, using patterns that keep systems more independent.
Why use it?
It reduces tangled connections that make game code harder to test, replace, and extend.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot-prompter plugin — 57 skills, 9 agents, 2 hooks shipped together

Good fit Use it to organise services such as audio, user-interface updates, and game state, using patterns that keep systems more independent.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/dependency-injection
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.

Any agent
npx skills add jame581/GodotPrompter --skill dependency-injection
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 57 skills, 9 agents, 2 hooks.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for dependency-injection

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/dependency-injection.svg)](https://agentmods.dev/skills/jame581/godotprompter/dependency-injection)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/dependency-injection"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/dependency-injection.svg" alt="Measured on agentmods" height="20"></a>
Per session 27 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,536 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 5.1 $0.00027 $0.02536
Opus 5 $0.00014 $0.01268
Sonnet 5 $0.00005 $0.00507
Haiku 4.5 $0.00003 $0.00254

Measured 9d ago against content hash da5bfb0b507c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

dependency-injection 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 9d ago.

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.

skills/dependency-injection/SKILL.md · 298 lines

How it starts

The opening of the file, as written. The whole thing — 298 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Dependency Injection in Godot 4.3+

Patterns for wiring dependencies between systems so nodes stay loosely coupled, swappable, and testable. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: godot-testing for test-friendly architecture, event-bus for signal-based decoupling, godot-project-setup for autoload registration.


1. The Problem

Tight coupling makes code hard to test, extend, and swap. The most common form in Godot is reaching directly into a global autoload from everywhere in the codebase.

# BAD — tight coupling via direct autoload access scattered everywhere

# player.gd
func take_damage(amount: int) -> void:
    health -= amount
    AudioManager.play_sfx("hurt")          # hard dependency on AudioManager
    UIManager.update_health_bar(health)    # hard dependency on UIManager
    if health <= 0:
        GameState.record_death()           # hard dependency on GameState

# enemy.gd
func attack() -> void:
    AudioManager.play_sfx("attack")        # same AudioManager dependency again
// BAD — tight coupling via direct autoload / global access scattered everywhere

// Player.cs
public partial class Player : CharacterBody3D
{
    private int _health = 100;

    public void TakeDamage(int amount)
    {
        _health -= amount;
        GetNode<AudioManager>("/root/AudioManager").PlaySfx("hurt");        // hard dependency
        GetNode<UIManager>("/root/UIManager").UpdateHealthBar(_health);     // hard dependency
        if (_health <= 0)
            GetNode<GameState>("/root/GameState").RecordDeath();            // hard dependency
    }
}

// Enemy.cs
public partial class Enemy : CharacterBody3D
{
    public void Attack()
    {
        GetNode<AudioManager>("/root/AudioManager").PlaySfx("attack");      // same dependency again
    }
}

Problems with this approach:

  • Every node that calls AudioManager directly is coupled to its concrete implementation.
  • Swapping AudioManager for a different implementation requires changing every caller.
  • Unit-testing Player in isolation is impossible — AudioManager, UIManager, and GameState must all exist and be valid.
  • Autoload initialization order bugs silently break behaviour when scenes load.
  • Hidden dependencies make it hard to see what a class actually needs to function.

Read the full file on GitHub · 298 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 9d ago First seen · 298 lines · 27 tokens per session scan A da5bfb0b507c

Subscribe to this mod's changes

dependency-injection is a skill published in the GitHub repository jame581/GodotPrompter (685 stars, last pushed 26d ago), licensed MIT. It adds 27 tokens to every session and 2,536 once invoked, about $0.0001 per session on Opus 5. 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.