3 Commits

50 changed files with 2626 additions and 470 deletions
+1 -1
View File
@@ -14,7 +14,7 @@ The plugin auto-starts the MCP server and connects over WebSocket. No manual con
## Requirements
- Godot 4.3+ (4.4+ recommended)
- Godot 4.3+ (4.7+ recommended)
- [uv](https://docs.astral.sh/uv/) (used to install the Python server)
<details>
<summary>Install uv</summary>
+53 -19
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@@ -24,6 +24,7 @@ const CliStrategy := preload("res://addons/godot_ai/clients/_cli_strategy.gd")
const ManualCommand := preload("res://addons/godot_ai/clients/_manual_command.gd")
const CliFinder := preload("res://addons/godot_ai/clients/_cli_finder.gd")
const WindowsPortReservation := preload("res://addons/godot_ai/utils/windows_port_reservation.gd")
const PortResolver := preload("res://addons/godot_ai/utils/port_resolver.gd")
const SERVER_NAME := "godot-ai"
@@ -37,8 +38,14 @@ const DEFAULT_WS_PORT := 9500
const STARTUP_TRACE_ENV := "GODOT_AI_STARTUP_TRACE"
const MIN_PORT := 1024
const MAX_PORT := 65535
## Cap on `can_bind_local_port` probes per `suggest_free_port` call so a
## pathological run of occupied ports can't stall the (cold-path) caller.
## 64 localhost binds are sub-millisecond; finding a free port realistically
## takes one or two probes, so this only bounds the worst case.
const SUGGEST_PORT_MAX_PROBES := 64
const SETTING_WS_PORT := "godot_ai/ws_port"
const SETTING_STARTUP_TRACE := "godot_ai/log_startup_timing"
const _DISCOVERY_TIMEOUT_MS := 3000
## Active HTTP port: user override (if in range) or `DEFAULT_HTTP_PORT`.
@@ -131,15 +138,39 @@ static func excluded_domains() -> String:
return ",".join(parts)
## Clamp `start` into the legal port range, then walk
## `candidate`..`candidate+span-1` and return the first port that is NOT
## currently excluded by Windows' winnat reservation table. Falls back to the
## clamped candidate if nothing clears (caller can apply anyway — user may
## just retry). On non-Windows this is a no-op: all ports pass, returns the
## clamped candidate.
## Suggest a port the caller can actually switch to. Walks
## `candidate`..`candidate+span-1` and returns the first port that is both
## (a) NOT inside a Windows winnat reservation range (Hyper-V / WSL2 / Docker
## grab these; bind fails with WinError 10013 and netstat shows nothing) and
## (b) actually bindable right now on 127.0.0.1. The bind probe is what makes
## "free" honest on macOS/Linux, where the reservation table is empty but the
## next port up may still be occupied — the same suggestion feeds the dock
## crash body, the port-picker spinbox, and the non-recoverable INCOMPATIBLE
## log line. Falls back to the clamped candidate if nothing in the window
## clears both checks (caller surfaces it as a best-effort hint; the user can
## retry or pick another). Best-effort by nature: a TOCTOU window remains
## between the probe and the caller actually binding the port. The bind probe
## is bounded to `SUGGEST_PORT_MAX_PROBES` attempts so this cold path can't
## stall on a pathological run of occupied ports.
static func suggest_free_port(start: int, span: int = 2048) -> int:
var candidate := clampi(start, MIN_PORT, MAX_PORT - span + 1)
return WindowsPortReservation.suggest_non_excluded_port(candidate, span, MAX_PORT)
var limit := mini(candidate + span - 1, MAX_PORT)
var p := candidate
var probes := 0
while p <= limit and probes < SUGGEST_PORT_MAX_PROBES:
## Jump past a whole Windows-reserved range in one step (no-op on
## POSIX: returns `p` unchanged), so we don't probe port-by-port
## through the large adjacent ranges those services reserve. The
## jump itself runs no bind probes, so it doesn't count against the cap.
var not_reserved := WindowsPortReservation.suggest_non_excluded_port(p, limit - p + 1, MAX_PORT)
if not_reserved < p or not_reserved > limit:
break
p = not_reserved
probes += 1
if PortResolver.can_bind_local_port(p):
return p
p += 1
return candidate
# --- Client operations (string id) ---------------------------------------
@@ -509,8 +540,8 @@ static func invalidate_uvx_cli_cache() -> void:
## Thread safety: `CliFinder.invalidate()` guards `_cache` / `_searched`
## with a mutex so it can race safely against worker threads calling
## `find()` from `_run_client_action_worker`. The mutex is held only
## across the dictionary clear, never across `OS.execute`, so this call
## can never block the main thread on a subprocess.
## across the dictionary clear, never across the bounded subprocess lookup,
## so this call can never block the main thread on a subprocess.
static func invalidate_cli_cache() -> void:
CliFinder.invalidate()
@@ -521,10 +552,9 @@ static var _uv_version_searched: bool = false
## Cached for the editor session. The dock's `_refresh_setup_status`
## (called via `call_deferred` from `_build_ui`) calls this on the
## main thread in user mode, so a single cold `OS.execute(uvx,
## ["--version"])` adds ~80 ms to the dock's first paint on Linux and
## more on Windows. Subsequent calls (focus-in refresh, manual Refresh
## clicks) reuse the cached string.
## main thread in user mode, so the cold `uvx --version` probe is
## wall-clock bounded and cached. Subsequent calls (focus-in refresh,
## manual Refresh clicks) reuse the cached string.
##
## Invalidate via `invalidate_uv_version_cache()` when the user
## installs / reinstalls uv via the dock so the next refresh reflects
@@ -539,9 +569,10 @@ static func check_uv_version() -> String:
_uv_version_searched = true
_uv_version_cache = ""
return ""
var output: Array = []
if OS.execute(uvx, ["--version"], output, true) == 0 and output.size() > 0:
_uv_version_cache = output[0].strip_edges()
var result := McpCliExec.run(uvx, ["--version"], _DISCOVERY_TIMEOUT_MS, false)
if int(result.get("exit_code", -1)) == 0:
var lines := PackedStringArray(str(result.get("stdout", "")).split("\n"))
_uv_version_cache = lines[0].strip_edges() if lines.size() > 0 else ""
else:
_uv_version_cache = ""
_uv_version_searched = true
@@ -612,9 +643,12 @@ static func find_worktree_src_dir(start_dir: String) -> String:
static func _find_system_install() -> String:
var cmd := "which" if OS.get_name() != "Windows" else "where"
var output: Array = []
if OS.execute(cmd, ["godot-ai"], output, true) == 0 and output.size() > 0:
var found: String = output[0].strip_edges()
var result := McpCliExec.run(cmd, ["godot-ai"], _DISCOVERY_TIMEOUT_MS, false)
if int(result.get("exit_code", -1)) == 0:
var lines := PackedStringArray(str(result.get("stdout", "")).split("\n"))
if lines.is_empty():
return ""
var found := CliFinder._pick_best_path(lines) if OS.get_name() == "Windows" else lines[0].strip_edges()
if not found.is_empty():
return found
return ""
+68 -8
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@@ -34,6 +34,7 @@ extends RefCounted
const DEFAULT_TIMEOUT_MS := 8000
const _POLL_INTERVAL_MS := 50
const _KILL_GRACE_MS := 500
static func run(
@@ -44,6 +45,21 @@ static func run(
) -> Dictionary:
if exe.is_empty():
return _spawn_failed_result()
if _uses_blocking_legacy_path():
## Godot 4.3 keeps the old blocking path because execute_with_pipe
## capture/exit semantics differ there. The bounded timeout/kill
## behavior is available on Godot 4.4+ only.
return _run_blocking_legacy(exe, args)
return _run_piped(exe, args, timeout_ms, capture_stderr)
static func _run_piped(
exe: String,
args: Array,
timeout_ms: int,
capture_stderr: bool,
) -> Dictionary:
var spawn_exe := exe
var spawn_args := args
@@ -76,12 +92,18 @@ static func run(
var deadline := Time.get_ticks_msec() + maxi(timeout_ms, _POLL_INTERVAL_MS)
while OS.is_process_running(pid):
if Time.get_ticks_msec() >= deadline:
## Read whatever made it to the pipes before we kill the
## process — partial output beats blank "timed out" when the
## CLI was emitting useful diagnostics on its way to hanging.
var partial_stdout := _drain_pipe(stdio)
var partial_stderr := _drain_pipe(stderr_pipe) if capture_stderr else ""
## Kill before draining: a pipe read can block while the child is
## still alive. Once it exits, drain any buffered partial output.
OS.kill(pid)
var kill_deadline := Time.get_ticks_msec() + _KILL_GRACE_MS
while OS.is_process_running(pid) and Time.get_ticks_msec() < kill_deadline:
OS.delay_msec(_POLL_INTERVAL_MS)
var partial_stdout := ""
var partial_stderr := ""
if not OS.is_process_running(pid):
partial_stdout = _drain_pipe(stdio)
partial_stderr = _drain_pipe(stderr_pipe) if capture_stderr else ""
_close_pipes(stdio, stderr_pipe)
return {
"exit_code": -1,
@@ -107,6 +129,27 @@ static func run(
}
static func _run_blocking_legacy(exe: String, args: Array) -> Dictionary:
## Godot 4.3's OS.execute_with_pipe has capture/exit-code differences
## locked by the 4.3 canary skips in test_cli_exec.gd. Preserve the old
## blocking discovery behavior there so startup-critical probes keep the
## same semantics that worked before the bounded-pipe path landed.
var output: Array = []
var exit_code := OS.execute(exe, args, output, true)
var lines := PackedStringArray()
for line in output:
lines.append(str(line))
var stdout := "\n".join(lines)
return {
"exit_code": exit_code,
"stdout": stdout,
"stderr": "",
"output": stdout,
"timed_out": false,
"spawn_failed": exit_code == -1,
}
static func _spawn_failed_result() -> Dictionary:
return {
"exit_code": -1,
@@ -119,9 +162,19 @@ static func _spawn_failed_result() -> Dictionary:
static func _drain_pipe(pipe: Variant) -> String:
if pipe is FileAccess:
return (pipe as FileAccess).get_as_text()
return ""
if not (pipe is FileAccess):
return ""
var f := pipe as FileAccess
var bytes := PackedByteArray()
var max_bytes := 1 << 20 # 1 MiB, far above expected client CLI output.
while bytes.size() < max_bytes:
var chunk := f.get_buffer(mini(4096, max_bytes - bytes.size()))
if chunk.is_empty():
break
bytes.append_array(chunk)
if f.eof_reached():
break
return bytes.get_string_from_utf8()
static func _join_streams(stdout: String, stderr_text: String) -> String:
@@ -141,3 +194,10 @@ static func _close_pipes(stdio: Variant, stderr_pipe: Variant) -> void:
(stdio as FileAccess).close()
if stderr_pipe is FileAccess:
(stderr_pipe as FileAccess).close()
static func _uses_blocking_legacy_path() -> bool:
var version := Engine.get_version_info()
var major := int(version.get("major", 4))
var minor := int(version.get("minor", 0))
return major < 4 or (major == 4 and minor < 4)
+12 -11
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@@ -14,7 +14,7 @@ extends RefCounted
## the main thread (manual Refresh path). Godot `Dictionary` is not safe for
## concurrent mutation, so `_cache` / `_searched` access is guarded by
## `_mutex`. The mutex is held only across dictionary read/write — the slow
## `_resolve()` path (FileAccess + `OS.execute`) runs unlocked, so a
## `_resolve()` path (FileAccess + bounded subprocess lookup) runs unlocked, so a
## main-thread `invalidate()` can never block on a worker's subprocess.
## Two workers racing the same exe both call `_resolve()` and both write
## back the same answer; that's wasted work, not corruption.
@@ -24,6 +24,8 @@ static var _mutex: Mutex = Mutex.new()
static var _cache: Dictionary = {} # exe_name -> resolved path (or "")
static var _searched: Dictionary = {}
const _LOOKUP_TIMEOUT_MS := 3000
## Find any of the supplied exe names; returns the first hit.
## On Windows pass the .exe variant in `exe_names` if relevant.
@@ -54,8 +56,8 @@ static func _find_one(exe_name: String) -> String:
_mutex.unlock()
if already_searched:
return cached
# `_resolve()` does FileAccess + `OS.execute` (forks `bash -lc` /
# `which`), which can take 100ms-1s. Holding the mutex across that
# `_resolve()` does FileAccess + bounded subprocess lookup (forks
# `bash -lc` / `which`), which can take 100ms-1s. Holding the mutex across that
# would let a concurrent `invalidate()` on the main thread freeze the
# editor for the duration of the subprocess — which defeats the whole
# point of running CLI lookup off the main thread.
@@ -81,20 +83,19 @@ static func _resolve(exe_name: String) -> String:
var shell := OS.get_environment("SHELL")
if shell.is_empty():
shell = "/bin/bash"
var login_output: Array = []
var stripped := exe_name.trim_suffix(".exe")
var login_exit := OS.execute(shell, ["-lc", "command -v %s" % stripped], login_output, true)
if login_exit == 0 and login_output.size() > 0:
var login_found: String = login_output[0].strip_edges()
var login_result := McpCliExec.run(shell, ["-lc", "command -v %s" % stripped], _LOOKUP_TIMEOUT_MS, false)
if int(login_result.get("exit_code", -1)) == 0:
var login_found: String = str(login_result.get("stdout", "")).strip_edges()
if not login_found.is_empty() and FileAccess.file_exists(login_found):
return login_found
# 3. which / where with inherited PATH
var lookup := "where" if is_windows else "which"
var output: Array = []
var exit_code := OS.execute(lookup, [exe_name], output, true)
if exit_code == 0 and output.size() > 0:
var lines := PackedStringArray(output[0].split("\n"))
var result := McpCliExec.run(lookup, [exe_name], _LOOKUP_TIMEOUT_MS, false)
if int(result.get("exit_code", -1)) == 0:
var output := str(result.get("stdout", ""))
var lines := PackedStringArray(output.split("\n"))
var found := _pick_best_path(lines) if is_windows else lines[0].strip_edges()
if not found.is_empty():
return found
+191 -21
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@@ -64,6 +64,7 @@ const EVAL_PROBE_INTERVAL_SEC := 0.35
var _log_buffer: McpLogBuffer
var _game_log_buffer: McpGameLogBuffer
var _editor_log_buffer: McpEditorLogBuffer
## Pending request_id -> {connection, timer, timeout_callable}.
## We retain the bound timeout lambda so `_clear_pending` can disconnect
@@ -80,12 +81,16 @@ var _game_run_token := 0
var _ready_run_token := -1
var _game_session_id := -1
var _game_run_active := false
var _game_run_started_msec := 0
var _game_run_started_editor_cursor := 0
var _game_helper_expected := true
signal game_ready
func _init(log_buffer: McpLogBuffer = null, game_log_buffer: McpGameLogBuffer = null) -> void:
func _init(log_buffer: McpLogBuffer = null, game_log_buffer: McpGameLogBuffer = null, editor_log_buffer: McpEditorLogBuffer = null) -> void:
_log_buffer = log_buffer
_game_log_buffer = game_log_buffer
_editor_log_buffer = editor_log_buffer
func _has_capture(prefix: String) -> bool:
@@ -107,14 +112,23 @@ func _setup_session(session_id: int) -> void:
_game_session_id = session_id
func begin_game_run() -> void:
func begin_game_run(editor_log_cursor: int = 0, helper_expected: bool = true) -> void:
_game_run_token += 1
_game_run_active = true
_game_ready = false
_ready_run_token = -1
_game_session_id = -1
_game_run_started_msec = Time.get_ticks_msec()
_game_run_started_editor_cursor = maxi(0, editor_log_cursor)
_game_helper_expected = helper_expected
var run_id := ""
if _game_log_buffer:
run_id = _game_log_buffer.clear_for_new_run()
if _log_buffer:
_log_buffer.log("[debug] game capture pending run token %d" % _game_run_token)
var log_text := "[debug] game capture pending run token %d" % _game_run_token
if not run_id.is_empty():
log_text += " (run %s)" % run_id
_log_buffer.log(log_text)
func end_game_run() -> void:
@@ -128,6 +142,158 @@ func is_game_capture_ready() -> bool:
return _game_run_active and _game_ready and _ready_run_token == _game_run_token
static func with_liveness_flags(status: Dictionary) -> Dictionary:
var enriched := status.duplicate(true)
var state := str(enriched.get("status", "stopped"))
enriched["helper_live"] = state == "live"
enriched["session_active"] = not state in ["not_live", "stopped"]
return enriched
func get_game_status(now_msec: int = -1, ready_wait_sec: float = GAME_READY_WAIT_SEC) -> Dictionary:
var resolved_now := Time.get_ticks_msec() if now_msec < 0 else now_msec
var ready_wait_msec := maxi(0, int(ready_wait_sec * 1000.0))
var elapsed_msec := maxi(0, resolved_now - _game_run_started_msec) if _game_run_active else 0
## "stopped" also covers idle/never-ran; no game run is currently active.
var status := "stopped"
if _game_run_active:
if is_game_capture_ready():
status = "live"
elif not _game_helper_expected:
status = "no_helper"
elif elapsed_msec >= ready_wait_msec:
status = "not_live"
else:
status = "launching"
return with_liveness_flags({
"status": status,
"run_token": _game_run_token,
"active": _game_run_active,
"ready": is_game_capture_ready(),
"helper_expected": _game_helper_expected,
"run_started_msec": _game_run_started_msec,
"elapsed_msec": elapsed_msec,
"ready_wait_msec": ready_wait_msec,
"editor_log_cursor": _game_run_started_editor_cursor,
})
func _explain_not_live(status: Dictionary, code: String = ErrorCodes.INTERNAL_ERROR) -> Dictionary:
var state := str(status.get("status", "stopped"))
var errors_info := recent_editor_errors_since(int(status.get("editor_log_cursor", 0)))
var recent_errors: Array = errors_info.get("errors", [])
var recent_errors_scope := str(errors_info.get("scope", "none"))
var truncated := bool(errors_info.get("truncated", false))
var data := {
"game_status": status.duplicate(true),
"recent_errors": recent_errors,
"recent_errors_scope": recent_errors_scope,
"recent_errors_may_predate_run": recent_errors_scope == "retained_recent",
"recent_errors_truncated": truncated,
}
var message := ""
match state:
"not_live":
if not recent_errors.is_empty() and recent_errors_scope == "run":
message = "The game failed to load or crashed before the Godot AI game helper registered: %s. Check logs_read(source='editor', include_details=true)." % _format_editor_error_summary(recent_errors[0])
if truncated:
message += " Editor logs since this run may be truncated; showing retained errors."
elif not recent_errors.is_empty():
message = "The game is not responding and reported no load errors during this run. A recent editor error may be related, but may predate this run: %s. Check logs_read(source='editor', include_details=true)." % _format_editor_error_summary(recent_errors[0])
else:
message = "The game is not responding and reported no load errors before the helper-ready window elapsed. It may still be booting or may have failed silently; check logs_read(source='editor', include_details=true) and retry."
"no_helper":
message = "The running game has no _mcp_game_helper autoload, so game-side tools cannot connect. If this is a headless or custom-main-loop project, use editor_screenshot(source='viewport') where applicable. Otherwise, re-enable the plugin and relaunch the game."
"launching":
message = "The game is still starting (%.1fs elapsed); the Godot AI game helper has not registered yet. Retry shortly." % (float(status.get("elapsed_msec", 0)) / 1000.0)
"stopped":
message = "The game is not running. Start the project and retry the game-side tool."
_:
message = "The game-side tool could not confirm the game is live (status=%s). Check logs_read(source='editor', include_details=true) and retry." % state
var err := ErrorCodes.make(code, message)
var inner: Dictionary = err.get("error", {})
inner["data"] = data
err["error"] = inner
return err
func recent_editor_errors_since(cursor: int) -> Dictionary:
return _recent_editor_errors_since(cursor)
func _recent_editor_errors_since(cursor: int) -> Dictionary:
var out: Array[Dictionary] = []
var truncated := false
if _editor_log_buffer == null:
return {"errors": out, "truncated": false, "scope": "none"}
var captured: Dictionary = _editor_log_buffer.get_since(maxi(0, cursor), -1)
truncated = bool(captured.get("truncated", false))
for raw_entry in captured.get("entries", []):
var compact := _compact_editor_error(raw_entry)
if compact.is_empty():
continue
out.append(compact)
if out.size() >= 5:
break
if not out.is_empty():
return {"errors": out, "truncated": truncated, "scope": "run"}
for raw_entry in _reversed_entries(_editor_log_buffer.get_recent(McpEditorLogBuffer.MAX_LINES)):
var compact := _compact_editor_error(raw_entry, true)
if compact.is_empty():
continue
out.append(compact)
if out.size() >= 5:
break
if not out.is_empty():
return {"errors": out, "truncated": false, "scope": "retained_recent"}
return {"errors": out, "truncated": false, "scope": "none"}
func _compact_editor_error(raw_entry: Variant, fallback_recent: bool = false) -> Dictionary:
if not raw_entry is Dictionary:
return {}
var entry := raw_entry as Dictionary
if str(entry.get("level", "info")) != "error":
return {}
var path := str(entry.get("path", ""))
if fallback_recent and _is_diagnostic_noise_path(path):
return {}
var compact := {
"source": "editor",
"level": "error",
"text": str(entry.get("text", "")),
"path": path,
"line": int(entry.get("line", 0)),
"function": str(entry.get("function", "")),
}
if entry.has("details"):
compact["details"] = entry["details"].duplicate(true)
return compact
func _is_diagnostic_noise_path(path: String) -> bool:
return path.begins_with("res://addons/godot_ai/") or path.begins_with("res://tests/")
func _reversed_entries(entries: Array[Dictionary]) -> Array[Dictionary]:
var out: Array[Dictionary] = []
for i in range(entries.size() - 1, -1, -1):
out.append(entries[i])
return out
func _format_editor_error_summary(entry: Dictionary) -> String:
var text := str(entry.get("text", "editor error"))
var path := str(entry.get("path", ""))
var line := int(entry.get("line", 0))
if not path.is_empty() and line > 0:
return "%s (%s:%d)" % [text, path, line]
if not path.is_empty():
return "%s (%s)" % [text, path]
return text
func _capture(message: String, data: Array, session_id: int) -> bool:
## Godot passes the full "prefix:tail" string as `message`.
match message:
@@ -152,18 +318,15 @@ func _capture(message: String, data: Array, session_id: int) -> bool:
## Boot beacon from the game-side autoload. Tells us the
## game has registered its "mcp" capture and is safe to send
## take_screenshot to — before this, Godot's debugger would
## drop our message silently. Also marks a fresh play
## cycle: rotate the game-log buffer so each run starts
## clean and gets a new run_id.
## drop our message silently.
_game_ready = true
_ready_run_token = _game_run_token
game_ready.emit()
if _game_log_buffer:
var run_id := _game_log_buffer.clear_for_new_run()
if _log_buffer:
_log_buffer.log("[debug] <- mcp:hello from game_helper (run %s)" % run_id)
elif _log_buffer:
_log_buffer.log("[debug] <- mcp:hello from game_helper")
if _log_buffer:
if _game_log_buffer:
_log_buffer.log("[debug] <- mcp:hello from game_helper (run %s)" % _game_log_buffer.run_id())
else:
_log_buffer.log("[debug] <- mcp:hello from game_helper")
return true
"mcp:eval_response":
_on_eval_response(data)
@@ -262,8 +425,8 @@ func _wait_then_send(
while not is_game_capture_ready() and Time.get_ticks_msec() < deadline:
await tree.process_frame
if not is_game_capture_ready():
_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
"Game-side autoload never registered its debugger capture within %ds. Is the game actually running? Check Project Settings → Autoload for _mcp_game_helper." % int(GAME_READY_WAIT_SEC))
_send_error_response(connection, request_id,
_explain_not_live(get_game_status(-1, GAME_READY_WAIT_SEC), ErrorCodes.INTERNAL_ERROR))
return
_send_take_screenshot(tree, request_id, max_resolution, connection, timeout_sec)
@@ -357,16 +520,23 @@ func _on_timeout(request_id: String) -> void:
var connection: McpConnection = pending.connection
if connection == null or not is_instance_valid(connection):
return
_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
"Game screenshot timed out. The running game must include the _mcp_game_helper autoload (added automatically when the plugin is enabled — check Project Settings → Autoload). If the autoload is missing, re-enable the plugin and relaunch the game. For headless or custom-main-loop builds, use source='viewport' instead.")
var status := get_game_status(-1, GAME_READY_WAIT_SEC)
var err := ErrorCodes.make(ErrorCodes.INTERNAL_ERROR,
"Game screenshot timed out after reaching the game helper. The game may be busy or unable to render a frame. Check logs_read(source='game') and retry.")
if status.get("status", "") != "live":
err = _explain_not_live(status, ErrorCodes.INTERNAL_ERROR)
_send_error_response(connection, request_id, err)
if _log_buffer:
_log_buffer.log("[debug] !! screenshot timeout (%s)" % request_id)
func _send_error(connection: McpConnection, request_id: String, code: String, message: String) -> void:
_send_error_response(connection, request_id, ErrorCodes.make(code, message))
func _send_error_response(connection: McpConnection, request_id: String, err: Dictionary) -> void:
if connection == null or not is_instance_valid(connection):
return
var err := ErrorCodes.make(code, message)
connection.send_deferred_response(request_id, err)
@@ -447,8 +617,8 @@ func _wait_then_eval(
## but the game-side capture didn't register within the short wait. Fast
## and caller-actionable; classifying it apart from the opaque 10s hang
## keeps the INTERNAL_ERROR telemetry bucket meaning "the eval truly hung".
_send_error(connection, request_id, ErrorCodes.EVAL_GAME_NOT_READY,
"Game-side capture didn't register within %ds. The play session is already running, so the game is most likely still booting — wait a moment and retry. If it persists, the _mcp_game_helper autoload is missing or disabled (Project Settings → Autoload; added automatically when the plugin is enabled), or the game uses a custom main loop." % int(EVAL_READY_WAIT_SEC))
_send_error_response(connection, request_id,
_explain_not_live(get_game_status(-1, EVAL_READY_WAIT_SEC), ErrorCodes.EVAL_GAME_NOT_READY))
return
_send_eval(tree, code, request_id, connection, timeout_sec)
@@ -704,8 +874,8 @@ func _wait_then_game_command(
while not is_game_capture_ready() and Time.get_ticks_msec() < deadline:
await tree.process_frame
if not is_game_capture_ready():
_send_error(connection, request_id, ErrorCodes.INTERNAL_ERROR,
"Game-side autoload never registered its debugger capture within %ds. Is the game actually running?" % int(GAME_READY_WAIT_SEC))
_send_error_response(connection, request_id,
_explain_not_live(get_game_status(-1, GAME_READY_WAIT_SEC), ErrorCodes.INTERNAL_ERROR))
return
_send_game_command(tree, op, params, request_id, connection, timeout_sec)
+1
View File
@@ -16,6 +16,7 @@ const DEFAULT_DEFERRED_TIMEOUT_MS := 4500
const DEFERRED_TIMEOUT_MS_BY_COMMAND := {
"create_script": 4500,
"stop_project": 4500,
"run_project": 6000,
"take_screenshot": 30000,
"game_eval": 15000,
"game_command": 15000,
+54 -14
View File
@@ -28,6 +28,7 @@ func _init(log_buffer: McpLogBuffer, connection: McpConnection = null, debugger_
func get_editor_state(_params: Dictionary) -> Dictionary:
var scene_root := EditorInterface.get_edited_scene_root()
var game_status := _current_game_status()
var data := {
"godot_version": Engine.get_version_info().get("string", "unknown"),
"project_name": ProjectSettings.get_setting("application/config/name", ""),
@@ -38,6 +39,9 @@ func get_editor_state(_params: Dictionary) -> Dictionary:
## false between Play→Stop cycles. Lets capture-source=game callers
## poll for a real ready signal instead of guessing with sleep().
"game_capture_ready": _debugger_plugin != null and _debugger_plugin.is_game_capture_ready(),
"game_status": game_status,
"helper_live": bool(game_status.get("helper_live", false)),
"session_active": bool(game_status.get("session_active", false)),
}
## Half-installed addon tree from a failed self-update rollback. When
## non-empty, the agent / dock paint the operator-facing recovery copy
@@ -72,6 +76,7 @@ func get_logs(params: Dictionary) -> Dictionary:
var include_details: bool = bool(params.get("include_details", false))
var has_since_cursor := params.has("since_cursor") and params.get("since_cursor") != null
var since_cursor: int = maxi(0, int(params.get("since_cursor", 0)))
var since_run_id := "" if params.get("since_run_id", null) == null else str(params.get("since_run_id", ""))
if not source in VALID_LOG_SOURCES:
return ErrorCodes.make(
ErrorCodes.VALUE_OUT_OF_RANGE,
@@ -82,7 +87,7 @@ func get_logs(params: Dictionary) -> Dictionary:
"plugin":
return _get_plugin_logs(count, offset)
"game":
return _get_game_logs(count, offset, include_details)
return _get_game_logs(count, offset, include_details, since_run_id)
"editor":
return _get_editor_logs(count, offset, include_details, has_since_cursor, since_cursor)
"all":
@@ -90,6 +95,17 @@ func get_logs(params: Dictionary) -> Dictionary:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Unreachable")
func _current_game_status() -> Dictionary:
if _debugger_plugin == null:
return McpDebuggerPlugin.with_liveness_flags({
"status": "stopped",
"active": false,
"ready": false,
"helper_expected": true,
})
return _debugger_plugin.get_game_status()
func _get_plugin_logs(count: int, offset: int) -> Dictionary:
var all_lines := _log_buffer.get_recent(_log_buffer.total_count())
var page: Array[Dictionary] = []
@@ -107,7 +123,10 @@ func _get_plugin_logs(count: int, offset: int) -> Dictionary:
}
func _get_game_logs(count: int, offset: int, include_details: bool) -> Dictionary:
func _get_game_logs(count: int, offset: int, include_details: bool, since_run_id: String = "") -> Dictionary:
var game_status := _current_game_status()
var helper_live := bool(game_status.get("helper_live", false))
var session_active := bool(game_status.get("session_active", false))
if _game_log_buffer == null:
return {
"data": {
@@ -117,21 +136,35 @@ func _get_game_logs(count: int, offset: int, include_details: bool) -> Dictionar
"returned_count": 0,
"offset": offset,
"run_id": "",
"is_running": false,
"current_run_id": "",
"is_running": session_active,
"helper_live": helper_live,
"session_active": session_active,
"game_status": game_status,
"dropped_count": 0,
"stale_run_id": false,
}
}
var page := _entries_for_response(_game_log_buffer.get_range(offset, count), include_details)
var current_run_id := _game_log_buffer.run_id()
var target_run_id := since_run_id if not since_run_id.is_empty() else current_run_id
var stale_run_id := not since_run_id.is_empty() and since_run_id != current_run_id
var run_page := _game_log_buffer.get_run_page(target_run_id, offset, count)
var page := _entries_for_response(run_page.get("entries", []), include_details)
return {
"data": {
"source": "game",
"lines": page,
"total_count": _game_log_buffer.total_count(),
"total_count": int(run_page.get("total_count", 0)),
"returned_count": page.size(),
"offset": offset,
"run_id": _game_log_buffer.run_id(),
"is_running": EditorInterface.is_playing_scene(),
"run_id": target_run_id,
"current_run_id": current_run_id,
"is_running": session_active,
"helper_live": helper_live,
"session_active": session_active,
"game_status": game_status,
"dropped_count": _game_log_buffer.dropped_count(),
"stale_run_id": stale_run_id,
}
}
@@ -211,21 +244,24 @@ func _get_all_logs(count: int, offset: int, include_details: bool) -> Dictionary
combined.append({"source": "plugin", "level": "info", "text": line})
for entry in _collect_editor_log_entries():
combined.append(entry)
var run_id := ""
var current_run_id := ""
var dropped := 0
if _game_log_buffer != null:
for entry in _game_log_buffer.get_range(0, _game_log_buffer.total_count()):
run_id = _game_log_buffer.run_id()
current_run_id = run_id
dropped = _game_log_buffer.dropped_count()
var run_page := _game_log_buffer.get_run_page(run_id, 0, McpGameLogBuffer.MAX_LINES)
for entry in run_page.get("entries", []):
combined.append(entry)
var stop := mini(combined.size(), offset + count)
var page: Array[Dictionary] = []
for i in range(mini(offset, combined.size()), stop):
page.append(combined[i])
page = _entries_for_response(page, include_details)
var run_id := ""
var dropped := 0
if _game_log_buffer != null:
run_id = _game_log_buffer.run_id()
dropped = _game_log_buffer.dropped_count()
if _editor_log_buffer != null:
dropped += _editor_log_buffer.dropped_count()
var game_status := _current_game_status()
return {
"data": {
"source": "all",
@@ -234,7 +270,11 @@ func _get_all_logs(count: int, offset: int, include_details: bool) -> Dictionary
"returned_count": page.size(),
"offset": offset,
"run_id": run_id,
"is_running": EditorInterface.is_playing_scene(),
"current_run_id": current_run_id,
"is_running": bool(game_status.get("session_active", false)),
"helper_live": bool(game_status.get("helper_live", false)),
"session_active": bool(game_status.get("session_active", false)),
"game_status": game_status,
"dropped_count": dropped,
}
}
+128 -11
View File
@@ -239,16 +239,10 @@ func set_property(params: Dictionary) -> Dictionary:
# properties. Mirrors resource_create's inline-assign path but
# avoids a separate tool call for the common case.
var type_str: String = value.get("__class__", "")
var class_err := ResourceHandler._validate_resource_class(type_str)
if class_err != null:
return class_err
var instance := ClassDB.instantiate(type_str)
if instance == null or not (instance is Resource):
return ErrorCodes.make(
ErrorCodes.INTERNAL_ERROR,
"Failed to instantiate %s as a Resource" % type_str
)
var res: Resource = instance
var made := ResourceHandler._instantiate_resource(type_str)
if made is Dictionary:
return made
var res: Resource = made
var remaining: Dictionary = (value as Dictionary).duplicate()
remaining.erase("__class__")
if not remaining.is_empty():
@@ -528,6 +522,7 @@ func _set_owner_recursive(node: Node, owner: Node) -> void:
## is optional — the coercer defaults it to 1.0 when absent.
const VECTOR2_KEYS: Array[String] = ["x", "y"]
const VECTOR3_KEYS: Array[String] = ["x", "y", "z"]
const VECTOR4_KEYS: Array[String] = ["x", "y", "z", "w"]
const COLOR_KEYS: Array[String] = ["r", "g", "b"]
@@ -556,6 +551,8 @@ static func _check_coerced(value: Variant, target_type: int, prefix: String = ""
ok = value is PackedVector2Array
TYPE_PACKED_VECTOR3_ARRAY:
ok = value is PackedVector3Array
TYPE_PACKED_VECTOR4_ARRAY:
ok = value is PackedVector4Array
TYPE_PACKED_COLOR_ARRAY:
ok = value is PackedColorArray
TYPE_PACKED_INT32_ARRAY:
@@ -568,8 +565,31 @@ static func _check_coerced(value: Variant, target_type: int, prefix: String = ""
ok = value is PackedFloat64Array
TYPE_PACKED_STRING_ARRAY:
ok = value is PackedStringArray
TYPE_VECTOR2I: ok = value is Vector2i
TYPE_VECTOR3I: ok = value is Vector3i
TYPE_VECTOR4: ok = value is Vector4
TYPE_VECTOR4I: ok = value is Vector4i
TYPE_QUATERNION: ok = value is Quaternion
TYPE_RECT2: ok = value is Rect2
TYPE_RECT2I: ok = value is Rect2i
TYPE_AABB: ok = value is AABB
TYPE_PLANE: ok = value is Plane
TYPE_BASIS: ok = value is Basis
TYPE_TRANSFORM2D: ok = value is Transform2D
TYPE_TRANSFORM3D: ok = value is Transform3D
TYPE_PROJECTION: ok = value is Projection
_:
return null
# null / untyped-TYPE_NIL / already-correct-type are handled by
# Godot's setter; anything else would silently no-op, so error.
if value == null or target_type == TYPE_NIL or typeof(value) == target_type:
return null
var unsupported := ErrorCodes.make(
ErrorCodes.WRONG_TYPE,
"Cannot write %s to a %s property; godot-ai has no coercion for that type" % [
type_string(typeof(value)), type_string(target_type),
],
)
return ErrorCodes.prefix_message(unsupported, prefix)
if ok:
return null
var dict_err := _check_dict_coerce_failed(value, target_type)
@@ -597,6 +617,8 @@ static func _shape_hint(target_type: int) -> String:
return "[{\"x\":0,\"y\":0}, ...]"
TYPE_PACKED_VECTOR3_ARRAY:
return "[{\"x\":0,\"y\":0,\"z\":0}, ...]"
TYPE_PACKED_VECTOR4_ARRAY:
return "[{\"x\":0,\"y\":0,\"z\":0,\"w\":0}, ...]"
TYPE_PACKED_COLOR_ARRAY:
return "[{\"r\":0,\"g\":0,\"b\":0,\"a\":1}, ...]"
TYPE_PACKED_INT32_ARRAY, TYPE_PACKED_INT64_ARRAY:
@@ -605,6 +627,24 @@ static func _shape_hint(target_type: int) -> String:
return "[float, ...]"
TYPE_PACKED_STRING_ARRAY:
return "[\"...\", ...]"
TYPE_VECTOR2I:
return "{\"x\":0,\"y\":0}"
TYPE_VECTOR3I:
return "{\"x\":0,\"y\":0,\"z\":0}"
TYPE_VECTOR4, TYPE_VECTOR4I, TYPE_QUATERNION:
return "{\"x\":0,\"y\":0,\"z\":0,\"w\":0}"
TYPE_RECT2, TYPE_RECT2I, TYPE_AABB:
return "{\"position\":{...},\"size\":{...}}"
TYPE_PLANE:
return "{\"normal\":{...},\"d\":0}"
TYPE_BASIS:
return "{\"x\":{...},\"y\":{...},\"z\":{...}}"
TYPE_TRANSFORM2D:
return "{\"x\":{...},\"y\":{...},\"origin\":{...}}"
TYPE_TRANSFORM3D:
return "{\"basis\":{...},\"origin\":{...}}"
TYPE_PROJECTION:
return "{\"x\":{...},\"y\":{...},\"z\":{...},\"w\":{...}}"
var keys: Array[String] = []
match target_type:
TYPE_VECTOR2: keys = VECTOR2_KEYS
@@ -717,6 +757,17 @@ static func _coerce_value(value: Variant, target_type: int) -> Variant:
else:
return value
return out
TYPE_PACKED_VECTOR4_ARRAY:
if value is Array:
var out := PackedVector4Array()
for item in value:
if item is Vector4:
out.append(item)
elif item is Dictionary and item.has_all(VECTOR4_KEYS):
out.append(Vector4(item["x"], item["y"], item["z"], item["w"]))
else:
return value
return out
TYPE_PACKED_COLOR_ARRAY:
if value is Array:
var out := PackedColorArray()
@@ -757,6 +808,72 @@ static func _coerce_value(value: Variant, target_type: int) -> Variant:
else:
return value
return out
TYPE_VECTOR2I:
if value is Dictionary and value.has_all(VECTOR2_KEYS):
return Vector2i(int(value["x"]), int(value["y"]))
TYPE_VECTOR3I:
if value is Dictionary and value.has_all(VECTOR3_KEYS):
return Vector3i(int(value["x"]), int(value["y"]), int(value["z"]))
TYPE_VECTOR4:
if value is Dictionary and value.has_all(VECTOR4_KEYS):
return Vector4(value["x"], value["y"], value["z"], value["w"])
TYPE_VECTOR4I:
if value is Dictionary and value.has_all(VECTOR4_KEYS):
return Vector4i(int(value["x"]), int(value["y"]), int(value["z"]), int(value["w"]))
TYPE_QUATERNION:
if value is Dictionary and value.has_all(VECTOR4_KEYS):
return Quaternion(value["x"], value["y"], value["z"], value["w"])
TYPE_RECT2:
if value is Dictionary and value.has("position") and value.has("size"):
var p: Variant = _coerce_value(value["position"], TYPE_VECTOR2)
var s: Variant = _coerce_value(value["size"], TYPE_VECTOR2)
if p is Vector2 and s is Vector2:
return Rect2(p, s)
TYPE_RECT2I:
if value is Dictionary and value.has("position") and value.has("size"):
var p: Variant = _coerce_value(value["position"], TYPE_VECTOR2I)
var s: Variant = _coerce_value(value["size"], TYPE_VECTOR2I)
if p is Vector2i and s is Vector2i:
return Rect2i(p, s)
TYPE_AABB:
if value is Dictionary and value.has("position") and value.has("size"):
var p: Variant = _coerce_value(value["position"], TYPE_VECTOR3)
var s: Variant = _coerce_value(value["size"], TYPE_VECTOR3)
if p is Vector3 and s is Vector3:
return AABB(p, s)
TYPE_PLANE:
if value is Dictionary and value.has("normal") and value.has("d"):
var n: Variant = _coerce_value(value["normal"], TYPE_VECTOR3)
if n is Vector3:
return Plane(n, float(value["d"]))
TYPE_BASIS:
if value is Dictionary and value.has_all(["x", "y", "z"]):
var bx: Variant = _coerce_value(value["x"], TYPE_VECTOR3)
var by: Variant = _coerce_value(value["y"], TYPE_VECTOR3)
var bz: Variant = _coerce_value(value["z"], TYPE_VECTOR3)
if bx is Vector3 and by is Vector3 and bz is Vector3:
return Basis(bx, by, bz)
TYPE_TRANSFORM2D:
if value is Dictionary and value.has_all(["x", "y", "origin"]):
var tx: Variant = _coerce_value(value["x"], TYPE_VECTOR2)
var ty: Variant = _coerce_value(value["y"], TYPE_VECTOR2)
var to_: Variant = _coerce_value(value["origin"], TYPE_VECTOR2)
if tx is Vector2 and ty is Vector2 and to_ is Vector2:
return Transform2D(tx, ty, to_)
TYPE_TRANSFORM3D:
if value is Dictionary and value.has("basis") and value.has("origin"):
var b: Variant = _coerce_value(value["basis"], TYPE_BASIS)
var o: Variant = _coerce_value(value["origin"], TYPE_VECTOR3)
if b is Basis and o is Vector3:
return Transform3D(b, o)
TYPE_PROJECTION:
if value is Dictionary and value.has_all(VECTOR4_KEYS):
var px: Variant = _coerce_value(value["x"], TYPE_VECTOR4)
var py: Variant = _coerce_value(value["y"], TYPE_VECTOR4)
var pz: Variant = _coerce_value(value["z"], TYPE_VECTOR4)
var pw: Variant = _coerce_value(value["w"], TYPE_VECTOR4)
if px is Vector4 and py is Vector4 and pz is Vector4 and pw is Vector4:
return Projection(px, py, pz, pw)
# PackedByteArray intentionally unhandled — needs design decision
# (base64 string vs. raw int list); JSON has no native byte type.
return value
+177 -20
View File
@@ -6,14 +6,17 @@ const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
## Handles project settings and filesystem search commands.
const NodeHandler := preload("res://addons/godot_ai/handlers/node_handler.gd")
const RUN_READY_WAIT_SEC := 3.0
var _connection: McpConnection
var _debugger_plugin
var _editor_log_buffer
func _init(connection: McpConnection = null, debugger_plugin = null) -> void:
func _init(connection: McpConnection = null, debugger_plugin = null, editor_log_buffer = null) -> void:
_connection = connection
_debugger_plugin = debugger_plugin
_editor_log_buffer = editor_log_buffer
func get_project_setting(params: Dictionary) -> Dictionary:
@@ -81,16 +84,15 @@ func run_project(params: Dictionary) -> Dictionary:
# stop-not-running case in telemetry). Surface state via was_already_running
# so a caller wanting a *different* scene can detect and stop+restart.
if EditorInterface.is_playing_scene():
return {
"data": {
"mode": mode,
"scene": params.get("scene", ""),
"autosave": autosave,
"was_already_running": true,
"undoable": false,
"reason": "Project was already running; no action taken",
}
}
return _run_project_current_liveness_response(
_run_project_base_data(
mode,
str(params.get("scene", "")),
autosave,
true,
"Project was already running; no action taken"
)
)
var validation_error: Variant = null
if mode == "custom":
@@ -125,7 +127,7 @@ func run_project(params: Dictionary) -> Dictionary:
restore_setting = true
if _debugger_plugin != null:
_debugger_plugin.begin_game_run()
_debugger_plugin.begin_game_run(_editor_log_cursor(), _game_helper_autoload_expected())
match mode:
"main":
@@ -142,18 +144,173 @@ func run_project(params: Dictionary) -> Dictionary:
if _connection:
_connection.pause_processing = false
var base_data := _run_project_base_data(
mode,
str(params.get("scene", "")),
autosave,
false,
"Play/stop is a runtime action"
)
var request_id: String = params.get("_request_id", "")
if _connection != null and _debugger_plugin != null and not request_id.is_empty():
_finish_run_project_deferred(request_id, base_data)
return McpDispatcher.DEFERRED_RESPONSE
return _run_project_current_liveness_response(base_data)
func _editor_log_cursor() -> int:
return _editor_log_buffer.appended_total() if _editor_log_buffer != null else 0
func _game_helper_autoload_expected() -> bool:
return ProjectSettings.has_setting("autoload/_mcp_game_helper")
func _run_project_base_data(
mode: String,
scene: String,
autosave: bool,
was_already_running: bool,
reason: String
) -> Dictionary:
return {
"data": {
"mode": mode,
"scene": params.get("scene", ""),
"autosave": autosave,
"was_already_running": false,
"undoable": false,
"reason": "Play/stop is a runtime action",
}
"mode": mode,
"scene": scene,
"autosave": autosave,
"was_already_running": was_already_running,
"undoable": false,
"reason": reason,
}
func _run_project_current_liveness_response(base_data: Dictionary) -> Dictionary:
if _debugger_plugin == null:
return {"data": base_data}
var status: Dictionary = _debugger_plugin.get_game_status(-1, RUN_READY_WAIT_SEC)
var errors_info: Dictionary = _debugger_plugin.recent_editor_errors_since(int(status.get("editor_log_cursor", 0)))
return _run_project_response(base_data, _run_project_liveness_decision(status, errors_info))
func _finish_run_project_deferred(request_id: String, base_data: Dictionary) -> void:
var tree := _connection.get_tree()
while true:
await tree.process_frame
if not is_instance_valid(_connection):
return
var pre_status: Dictionary = _debugger_plugin.get_game_status(-1, RUN_READY_WAIT_SEC)
if (
not EditorInterface.is_playing_scene()
and int(pre_status.get("elapsed_msec", 0)) > 100
and str(pre_status.get("status", "stopped")) == "launching"
):
_debugger_plugin.end_game_run()
var status: Dictionary = _debugger_plugin.get_game_status(-1, RUN_READY_WAIT_SEC)
var errors_info: Dictionary = _debugger_plugin.recent_editor_errors_since(int(status.get("editor_log_cursor", 0)))
var decision := _run_project_liveness_decision(status, errors_info)
if not bool(decision.get("resolve", false)):
continue
_connection.send_deferred_response(request_id, _run_project_response(base_data, decision))
return
func _run_project_response(base_data: Dictionary, decision: Dictionary) -> Dictionary:
var data := base_data.duplicate(true)
var game_status: Dictionary = decision.get("game_status", {})
data["game_status"] = game_status
data["helper_live"] = bool(game_status.get("helper_live", false))
data["session_active"] = bool(game_status.get("session_active", false))
if bool(data.get("was_already_running", false)):
data["reason"] = _run_project_already_running_message(decision)
else:
data["reason"] = decision.get("message", data.get("reason", "Play/stop is a runtime action"))
data["recent_errors"] = decision.get("recent_errors", [])
data["recent_errors_scope"] = decision.get("recent_errors_scope", "none")
data["recent_errors_may_predate_run"] = decision.get("recent_errors_may_predate_run", false)
data["recent_errors_truncated"] = decision.get("recent_errors_truncated", false)
return {"data": data}
func _run_project_already_running_message(decision: Dictionary) -> String:
var state := str(decision.get("liveness_status", "unknown"))
match state:
"live":
return "Project was already running; the Godot AI game helper is live."
"not_live":
var errors: Array = decision.get("recent_errors", [])
var scope := str(decision.get("recent_errors_scope", "none"))
if not errors.is_empty() and scope == "run":
return "Project was already running but failed to load before the Godot AI game helper registered: %s. Check logs_read(source='editor', include_details=true)." % _format_editor_error_summary(errors[0])
if not errors.is_empty():
return "Project was already running but is not responding. A recent editor error may be related, but may predate this run: %s. Check logs_read(source='editor', include_details=true)." % _format_editor_error_summary(errors[0])
return "Project was already running but did not become live before the helper-ready window elapsed. Check logs_read(source='editor', include_details=true) and poll editor_state."
"no_helper":
return "Project was already running, but no _mcp_game_helper autoload is expected. Headless or custom-main-loop projects cannot confirm helper liveness."
"launching":
return "Project was already running and is still waiting for the Godot AI game helper to register. Poll editor_state shortly."
"stopped":
return "Project was already marked playing by the editor, but no active game liveness run exists."
_:
return "Project was already running; current liveness status is %s." % state
func _run_project_liveness_decision(status: Dictionary, errors_info: Dictionary = {}) -> Dictionary:
var enriched_status := McpDebuggerPlugin.with_liveness_flags(status)
var state := str(status.get("status", "stopped"))
var recent_errors: Array = errors_info.get("errors", [])
var errors_scope := str(errors_info.get("scope", "none"))
var truncated := bool(errors_info.get("truncated", false))
var correlated_error := not recent_errors.is_empty() and errors_scope == "run"
var elapsed_msec := int(status.get("elapsed_msec", 0))
var ready_wait_msec := int(status.get("ready_wait_msec", int(RUN_READY_WAIT_SEC * 1000.0)))
var decision := {
"resolve": false,
"game_status": enriched_status,
"liveness_status": state,
"recent_errors": recent_errors,
"recent_errors_scope": errors_scope,
"recent_errors_may_predate_run": errors_scope == "retained_recent",
"recent_errors_truncated": truncated,
"message": "",
}
if state == "live":
decision["resolve"] = true
decision["message"] = "Game launched and the Godot AI game helper is live."
elif correlated_error:
decision["resolve"] = true
decision["liveness_status"] = "not_live"
decision["message"] = "Game launched but failed to load before the Godot AI game helper registered: %s. Check logs_read(source='editor', include_details=true)." % _format_editor_error_summary(recent_errors[0])
if truncated:
decision["message"] += " Editor logs since this run may be truncated; showing retained errors."
elif state == "not_live":
decision["resolve"] = true
if not recent_errors.is_empty():
decision["message"] = "Game launched but is not responding. A recent editor error may be related, but may predate this run: %s. Check logs_read(source='editor', include_details=true)." % _format_editor_error_summary(recent_errors[0])
else:
decision["message"] = "Game launched but did not become live before the helper-ready window elapsed. It may still be booting or may have failed silently; check logs_read(source='editor', include_details=true) and poll editor_state."
elif state == "no_helper":
decision["resolve"] = true
decision["message"] = "Game launched, but no _mcp_game_helper autoload is expected. Headless or custom-main-loop projects cannot confirm helper liveness; use editor_state and viewport/editor tools where applicable."
elif state == "stopped":
decision["resolve"] = true
decision["message"] = "The play session stopped, or no active game liveness run exists, before the Godot AI game helper became live."
elif state == "launching" and elapsed_msec >= ready_wait_msec:
decision["resolve"] = true
decision["message"] = "Game launched but is not yet live after %.1fs; it may still be booting. Poll editor_state and check logs_read(source='editor', include_details=true)." % (float(elapsed_msec) / 1000.0)
return decision
func _format_editor_error_summary(entry: Dictionary) -> String:
var text := str(entry.get("text", "editor error"))
var path := str(entry.get("path", ""))
var line := int(entry.get("line", 0))
if not path.is_empty() and line > 0:
return "%s (%s:%d)" % [text, path, line]
if not path.is_empty():
return "%s (%s)" % [text, path]
return text
func stop_project(params: Dictionary) -> Dictionary:
# Idempotent: a project that's already stopped satisfies the caller's intent.
# Returning INVALID_PARAMS here was the largest single source of fleet-wide
+157 -24
View File
@@ -178,19 +178,10 @@ func create_resource(params: Dictionary) -> Dictionary:
return home_err
var has_file_target := not resource_path.is_empty()
var class_err := _validate_resource_class(type_str)
if class_err != null:
return class_err
var instance := ClassDB.instantiate(type_str)
if instance == null:
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s" % type_str)
if not (instance is Resource):
return ErrorCodes.make(
ErrorCodes.INTERNAL_ERROR,
"Instantiated %s but result is not a Resource (got %s)" % [type_str, instance.get_class()]
)
var res: Resource = instance
var made := _instantiate_resource(type_str)
if made is Dictionary:
return made
var res: Resource = made
if not properties.is_empty():
var apply_err := _apply_resource_properties(res, properties)
@@ -226,6 +217,56 @@ static func _validate_resource_class(type_str: String) -> Variant:
return null
## Resolve a resource type name to a fresh instance. Handles engine built-ins
## (ClassDB) and project `class_name` Resources (the global script-class
## registry). Returns a Resource on success, or an error dict on failure.
static func _instantiate_resource(type_str: String) -> Variant:
if ClassDB.class_exists(type_str):
var class_err: Variant = _validate_resource_class(type_str)
if class_err != null:
return class_err
var built_in := ClassDB.instantiate(type_str)
if built_in == null or not (built_in is Resource):
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s as a Resource" % type_str)
return built_in
for entry in ProjectSettings.get_global_class_list():
if entry.get("class", "") == type_str:
var script_path: String = entry.get("path", "")
var scr: Variant = load(script_path)
# Reject non-Resource script classes BEFORE constructing them:
# scr.new() runs _init(), and an @tool class_name extending a
# non-RefCounted type (e.g. Node) would otherwise build — and leak —
# an orphan instance this path never frees. get_instance_base_type()
# resolves to the native base, so multi-level custom Resource
# hierarchies (B extends A extends Resource) still pass.
var base_or_err: Variant = _script_base_type_or_error(scr, type_str, script_path)
if base_or_err is Dictionary:
return base_or_err
var base_type: StringName = base_or_err
if not ClassDB.is_parent_class(base_type, "Resource"):
return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s is not a Resource type (extends %s)" % [type_str, base_type])
if not scr.can_instantiate():
return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s cannot be instantiated in the editor (abstract, or a non-@tool script — add @tool to instantiate it here)" % type_str)
# Reject scripts whose _init() requires arguments BEFORE scr.new():
# scr.new() passes no args, so a required-arg _init raises and aborts
# this handler mid-call, null-cascading into a generic "malformed
# result" error instead of a clean rejection. get_script_method_list()
# reports the effective (incl. inherited) _init; required args =
# args - default_args. Statically detectable only — a _init that runs
# but throws still falls through to scr.new() and the dispatcher catch.
for method in scr.get_script_method_list():
if method.get("name", "") == "_init":
var required_args: int = (method.get("args", []) as Array).size() - (method.get("default_args", []) as Array).size()
if required_args > 0:
return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s cannot be instantiated: its _init() requires arguments" % type_str)
break
var made: Variant = scr.new()
if made == null or not (made is Resource):
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s as a Resource" % type_str)
return made
return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown resource type: %s" % type_str)
## Apply a dict of property values to a freshly-instantiated Resource,
## reusing NodeHandler's coercion so Vector3/Color/etc. dicts land typed.
## Returns null on success or an error dict on failure.
@@ -240,9 +281,17 @@ static func _apply_resource_properties(res: Resource, properties: Dictionary) ->
if prop.get("usage", 0) & PROPERTY_USAGE_EDITOR:
valid.append(prop.name)
valid.sort()
# Name the script's class_name (e.g. MyTestResource) rather than the
# native base (Resource) so the hint names the type the agent created,
# and point at the real MCP verb — resource_manage(op="get_info") now
# answers for project class_name Resources too.
var type_label := res.get_class()
var res_script: Variant = res.get_script()
if res_script is Script and not String(res_script.get_global_name()).is_empty():
type_label = String(res_script.get_global_name())
var err := ErrorCodes.make(
ErrorCodes.PROPERTY_NOT_ON_CLASS,
"Property '%s' not found on %s. Call resource_get_info('%s') to list available properties." % [key, res.get_class(), res.get_class()]
"Property '%s' not found on %s. Call resource_manage(op=\"get_info\", params={\"type\": \"%s\"}) to list available properties." % [key, type_label, type_label]
)
err["error"]["data"] = {"valid_properties": valid}
return err
@@ -270,16 +319,15 @@ static func _apply_resource_properties(res: Resource, properties: Dictionary) ->
# resource_create/environment_create callers can populate
# sub-resource slots (ShaderMaterial.shader, etc.) in one shot.
var sub_type: String = v.get("__class__", "")
var class_err := _validate_resource_class(sub_type)
if class_err != null:
return class_err
var sub_instance := ClassDB.instantiate(sub_type)
if sub_instance == null or not (sub_instance is Resource):
return ErrorCodes.make(
ErrorCodes.INTERNAL_ERROR,
"Failed to instantiate %s as a Resource for property '%s'" % [sub_type, key]
)
var sub_res: Resource = sub_instance
# Resolve via the shared helper so the nested shortcut accepts both
# engine built-ins (ClassDB) and project `class_name` Resources,
# exactly like the top-level resource_create path.
var sub_made := _instantiate_resource(sub_type)
if sub_made is Dictionary:
# Preserve the property-slot context the inline path used to add.
sub_made["error"]["message"] = "%s (for property '%s')" % [sub_made["error"]["message"], key]
return sub_made
var sub_res: Resource = sub_made
var remaining: Dictionary = (v as Dictionary).duplicate()
remaining.erase("__class__")
if not remaining.is_empty():
@@ -361,6 +409,12 @@ func get_resource_info(params: Dictionary) -> Dictionary:
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: type")
if not ClassDB.class_exists(type_str):
# Project class_name Resources aren't in ClassDB; resolve them through the
# global script-class registry so get_info answers for the same custom
# types resource_create can make. Read-only — never instantiates.
var custom_info: Variant = _custom_resource_info(type_str)
if custom_info != null:
return custom_info
return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown resource type: %s" % type_str)
if ClassDB.is_parent_class(type_str, "Node"):
return ErrorCodes.make(
@@ -396,3 +450,82 @@ func get_resource_info(params: Dictionary) -> Dictionary:
data["concrete_subclasses"] = class_info.concrete_inheritors
return {"data": data}
## Resolve a loaded global-class script to its native base type, or an error if
## the script failed to load (not a Script) or to compile (empty base type).
## Shared by the create and get_info custom-Resource paths so both report a
## compile failure rather than a misleading "is not a Resource type (extends )".
static func _script_base_type_or_error(scr: Variant, type_str: String, script_path: String) -> Variant:
if not (scr is Script):
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to load script class %s from %s" % [type_str, script_path])
var base_type: StringName = scr.get_instance_base_type()
if String(base_type).is_empty():
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "%s failed to compile or parse (script %s)" % [type_str, script_path])
return base_type
## get_info for a project `class_name` Resource (not in ClassDB). Returns an info
## dict, an error dict (for a class_name whose native base is not a Resource), or
## null if `type_str` is not a registered global class. Read-only: resolves
## properties from the script + its native base WITHOUT instantiating (no _init()).
static func _custom_resource_info(type_str: String) -> Variant:
for entry in ProjectSettings.get_global_class_list():
if entry.get("class", "") != type_str:
continue
var script_path: String = entry.get("path", "")
var scr: Variant = load(script_path)
var base_or_err: Variant = _script_base_type_or_error(scr, type_str, script_path)
if base_or_err is Dictionary:
return base_or_err
var base_type: StringName = base_or_err
if not ClassDB.is_parent_class(base_type, "Resource"):
return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s is not a Resource type (extends %s)" % [type_str, base_type])
var can_instantiate: bool = scr.can_instantiate()
# Inherited (native) properties come from the engine base via ClassDB...
var class_info := ClassIntrospection.build(String(base_type), {
"sections": ["properties"],
"include_inherited": true,
"limit": 0,
})
var props: Array = []
for native_prop in class_info.properties:
props.append(native_prop)
# ...and the script's own (and inherited script) exported properties come
# from the Script itself, so we never construct the resource. A real
# default isn't available without instantiating, so script props carry an
# explicit null — keeping one uniform key set across the array (native
# props carry their real default).
for raw_prop in scr.get_script_property_list():
var prop: Dictionary = raw_prop
var usage := int(prop.get("usage", 0))
if not (usage & PROPERTY_USAGE_EDITOR):
continue
props.append({
"name": str(prop.get("name", "")),
"type": type_string(int(prop.get("type", TYPE_NIL))),
"class_name": str(prop.get("class_name", "")),
"hint": int(prop.get("hint", PROPERTY_HINT_NONE)),
"hint_string": str(prop.get("hint_string", "")),
"usage": usage,
"default": null,
})
props.sort_custom(func(a, b): return a.name < b.name)
# parent_class is the immediate script parent when there is one (so a
# multi-level chain B -> A -> Resource reports A), else the native base.
var parent_name := String(base_type)
var base_script: Variant = scr.get_base_script()
if base_script is Script and not String(base_script.get_global_name()).is_empty():
parent_name = String(base_script.get_global_name())
return {"data": {
"type": type_str,
"parent_class": parent_name,
"can_instantiate": can_instantiate,
# is_abstract reflects real abstractness (the @abstract annotation),
# NOT editor-instantiability — a non-@tool concrete Resource has
# can_instantiate()==false in-editor but is not abstract.
"is_abstract": scr.is_abstract(),
"properties": props,
"property_count": props.size(),
}}
return null
+12 -2
View File
@@ -152,7 +152,7 @@ func connect_signal(params: Dictionary) -> Dictionary:
return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Signal '%s' already connected to %s.%s" % [signal_name, params.target, method])
_undo_redo.create_action("MCP: Connect signal %s" % signal_name)
_undo_redo.add_do_method(source, "connect", signal_name, callable)
_undo_redo.add_do_method(source, "connect", signal_name, callable, Object.CONNECT_PERSIST)
_undo_redo.add_undo_method(source, "disconnect", signal_name, callable)
_undo_redo.commit_action()
@@ -174,9 +174,19 @@ func disconnect_signal(params: Dictionary) -> Dictionary:
if not source.is_connected(signal_name, callable):
return ErrorCodes.make(ErrorCodes.INVALID_PARAMS, "Signal '%s' is not connected to %s.%s" % [signal_name, params.target, method])
# Capture the connection's current flags so undo restores it exactly as it
# was, not unconditionally as CONNECT_PERSIST. Hardcoding PERSIST here would
# silently promote a runtime-only connection into one that serializes on the
# next save. (The connection still exists at this point — checked above.)
var reconnect_flags := 0
for conn in source.get_signal_connection_list(signal_name):
if conn.get("callable", Callable()) == callable:
reconnect_flags = int(conn.get("flags", 0))
break
_undo_redo.create_action("MCP: Disconnect signal %s" % signal_name)
_undo_redo.add_do_method(source, "disconnect", signal_name, callable)
_undo_redo.add_undo_method(source, "connect", signal_name, callable)
_undo_redo.add_undo_method(source, "connect", signal_name, callable, reconnect_flags)
_undo_redo.commit_action()
return {"data": _signal_response(source, signal_name, target, method, scene_root)}
+281 -46
View File
@@ -40,8 +40,17 @@ const LogViewerScript := preload("res://addons/godot_ai/dock_panels/log_viewer.g
const PortPickerPanelScript := preload("res://addons/godot_ai/dock_panels/port_picker_panel.gd")
const DEV_MODE_SETTING := "godot_ai/dev_mode"
## "Change the port + reconfigure your clients" guide. Surfaced from the crash
## panel when a foreign process holds the HTTP port — the one piece of recovery
## (per-client config rewrite) that doesn't fit in the inline crash body.
## Resolved against the installed plugin version at click time (see
## `_port_conflict_docs_url`) so a shipped build opens the guide as it shipped,
## not tip-of-main, which may have drifted from that build's UI.
const PORT_CONFLICT_DOCS_PATH := "docs/port-conflicts.md"
const REPO_BLOB_BASE := "https://github.com/hi-godot/godot-ai/blob"
const CLIENT_STATUS_REFRESH_COOLDOWN_MSEC := 15 * 1000
const CLIENT_STATUS_REFRESH_TIMEOUT_MSEC := 30 * 1000
const CLIENT_ACTION_TIMEOUT_MSEC := 30 * 1000
static var COLOR_MUTED := Color(0.7, 0.7, 0.7)
static var COLOR_HEADER := Color(0.95, 0.95, 0.95)
## Used for "in-progress" / "stale, action needed" UI: the startup-grace
@@ -60,12 +69,13 @@ var _status_icon: ColorRect
var _status_label: Label
var _client_grid: VBoxContainer
var _client_configure_all_btn: Button
var _client_empty_cta_btn: Button
var _clients_summary_label: Label
var _clients_window: Window
var _dev_mode_toggle: CheckButton
var _install_label: Label
# Settings tab (secondary window, Tab 2) — domain-exclusion UI for clients
# Tools tab (secondary window, Tab 2) — domain-exclusion UI for clients
# that cap total tool count (Antigravity: 100). Pending set is mutated by
# checkbox clicks; saved set reflects what the spawned server actually
# sees. `Apply & Restart Server` writes pending → setting and triggers a
@@ -147,23 +157,24 @@ static var _orphaned_client_status_refresh_threads: Array[Thread] = []
## Per-row worker state for Configure / Remove. Issue #239: shelling out
## to a hung CLI on main hangs the editor. We dispatch each click to its
## own thread (one slot per client) and apply the result via call_deferred
## once the subprocess returns or the wall-clock budget in McpCliExec
## kicks in. The buttons stay disabled while the slot is busy so the user
## can't queue a re-click on the same row.
## own thread (one slot per client), then `_process` reaps completed workers
## and applies returned payloads on main. The buttons stay disabled while
## the slot is busy so the user can't queue a re-click on the same row.
##
## Per-client (not single-slot) so Configure-all can fan out — the
## workers are independent, only the row UI is shared, and McpCliExec
## bounds the wall-clock for each.
##
## No orphan-thread list (unlike the refresh worker): action threads
## never get abandoned mid-flight. McpCliExec's wall-clock budget caps
## the worst case at ~10s, so the `_exit_tree` / `McpUpdateManager`
## install-time drain blocks briefly and finishes — there's no path that
## "gives up" on an action thread the way `_abandon_client_status_refresh_thread`
## does for the refresh worker.
## A watchdog can abandon a slot when a worker fails to report completion.
## The thread object is retained in `_orphaned_client_action_threads` until
## it finishes so GDScript does not destroy a live Thread object.
var _client_action_threads: Dictionary = {}
var _client_action_generations: Dictionary = {}
var _client_action_started_msec: Dictionary = {}
var _client_action_names: Dictionary = {}
## Timed-out Configure/Remove workers are abandoned but retained here until
## they finish, so GDScript does not destroy a live Thread object.
static var _orphaned_client_action_threads: Array[Thread] = []
# Dev-mode only
var _dev_section: VBoxContainer
@@ -193,6 +204,11 @@ var _crash_panel: VBoxContainer
var _crash_output: RichTextLabel
var _crash_restart_btn: Button
var _crash_reload_btn: Button
## Help link — visible only for the genuinely-foreign-occupant INCOMPATIBLE
## case (no `can_recover_incompatible` proof). The inline body names a free
## port; this button carries the per-client reconfigure steps that don't fit
## inline. See `PORT_CONFLICT_DOCS` and `_update_crash_panel`.
var _crash_docs_btn: Button
## Port-picker escape hatch — visible inside the crash panel when the root
## cause is port contention (PORT_EXCLUDED or FOREIGN_PORT). The dock writes
## the EditorSetting and reloads the plugin in response to the panel's
@@ -238,10 +254,14 @@ func _ready() -> void:
func _process(_delta: float) -> void:
_prune_orphaned_client_status_refresh_threads()
_prune_orphaned_client_action_threads()
_poll_completed_client_status_refresh_thread()
_poll_completed_client_action_threads()
_check_client_status_refresh_timeout()
_check_client_action_timeouts()
if _connection == null:
return
_prune_orphaned_client_status_refresh_threads()
_check_client_status_refresh_timeout()
_retry_deferred_client_status_refresh()
_update_status()
if _log_viewer != null and _log_viewer.visible:
@@ -275,6 +295,8 @@ func _exit_tree() -> void:
## drains directly because it has additional state-machine work
## (SHUTTING_DOWN sticky-set) that the install-time path must NOT inherit.
func prepare_for_self_update_drain() -> void:
_poll_completed_client_status_refresh_thread()
_poll_completed_client_action_threads()
_drain_client_status_refresh_workers()
_drain_client_action_workers()
@@ -309,13 +331,13 @@ func _drain_client_action_workers() -> void:
## plugin disable / install-update path reloads our script class, so any
## live Thread must finish before its slot is GC'd or we hit
## `~Thread … destroyed without its completion having been realized` →
## VM corruption. Bounded by `McpCliExec` wall-clock budgets, so the
## worst case is a ~10s blocking drain, vs. an unbounded SIGSEGV.
## VM corruption. Normal UI recovery is handled by the per-row watchdog;
## teardown still blocks because GDScript's Thread API has no kill/timeout
## primitive and destroying a live Thread corrupts the VM.
##
## Generation-bumped per-row so any pending `call_deferred(
## "_apply_client_action_result")` from a worker that finished after we
## started draining detects the generation mismatch and short-circuits
## without touching freed UI state.
## Generation-bumped per-row so any result from a worker that finished
## after we started draining detects the generation mismatch and
## short-circuits without touching freed UI state.
##
## After draining, restore the row UI for any in-flight rows: bare
## `_client_action_threads.clear()` would leave the dock stuck showing
@@ -328,6 +350,8 @@ func _drain_client_action_workers() -> void:
if t != null:
t.wait_to_finish()
_client_action_generations[client_id] = int(_client_action_generations.get(client_id, 0)) + 1
_client_action_started_msec.erase(client_id)
_client_action_names.erase(client_id)
_finalize_action_buttons(String(client_id))
var row: Dictionary = _client_rows.get(String(client_id), {})
if not row.is_empty():
@@ -337,6 +361,71 @@ func _drain_client_action_workers() -> void:
""
)
_client_action_threads.clear()
for thread in _orphaned_client_action_threads:
if thread != null:
thread.wait_to_finish()
_orphaned_client_action_threads.clear()
_client_action_started_msec.clear()
_client_action_names.clear()
func _check_client_action_timeouts() -> void:
var now := Time.get_ticks_msec()
for client_id in _client_action_threads.keys():
if not _client_action_started_msec.has(client_id):
continue
var started := int(_client_action_started_msec.get(client_id, 0))
if now - started >= CLIENT_ACTION_TIMEOUT_MSEC:
_abandon_client_action_thread(String(client_id))
func _abandon_client_action_thread(client_id: String) -> void:
if not _client_action_threads.has(client_id):
return
var thread: Thread = _client_action_threads[client_id]
var elapsed := Time.get_ticks_msec() - int(_client_action_started_msec.get(client_id, Time.get_ticks_msec()))
var worker_alive := thread != null and thread.is_alive()
if thread != null:
_orphaned_client_action_threads.append(thread)
_client_action_threads.erase(client_id)
_client_action_started_msec.erase(client_id)
var action := str(_client_action_names.get(client_id, "configure"))
_client_action_names.erase(client_id)
_client_action_generations[client_id] = int(_client_action_generations.get(client_id, 0)) + 1
_finalize_action_buttons(client_id)
print("MCP | client action timed out: client=%s action=%s elapsed_ms=%d worker_alive=%s" % [
client_id,
action,
elapsed,
str(worker_alive),
])
var label := "Remove" if action == "remove" else "Configure"
_apply_row_status(
client_id,
Client.Status.ERROR,
"%s did not report completion in time; refreshing current status." % label
)
_refresh_clients_summary()
if is_inside_tree():
_request_client_status_refresh(true)
func _prune_orphaned_client_action_threads() -> void:
var completed_orphan := false
for i in range(_orphaned_client_action_threads.size() - 1, -1, -1):
var thread := _orphaned_client_action_threads[i]
if thread == null:
_orphaned_client_action_threads.remove_at(i)
elif not thread.is_alive():
thread.wait_to_finish()
_orphaned_client_action_threads.remove_at(i)
completed_orphan = true
if completed_orphan and is_inside_tree():
_request_client_action_completion_refresh()
func _request_client_action_completion_refresh() -> void:
_request_client_status_refresh(true)
func _notification(what: int) -> void:
@@ -473,6 +562,13 @@ func _build_ui() -> void:
_crash_reload_btn.pressed.connect(_on_reload_plugin)
_crash_panel.add_child(_crash_reload_btn)
_crash_docs_btn = Button.new()
_crash_docs_btn.text = "How to change the port"
_crash_docs_btn.tooltip_text = "Open the guide: change godot_ai/http_port and reconfigure your MCP clients"
_crash_docs_btn.visible = false
_crash_docs_btn.pressed.connect(func(): OS.shell_open(_port_conflict_docs_url()))
_crash_panel.add_child(_crash_docs_btn)
_crash_panel.add_child(HSeparator.new())
add_child(_crash_panel)
@@ -558,30 +654,45 @@ func _build_ui() -> void:
add_child(HSeparator.new())
# --- Clients ---
var clients_row := HBoxContainer.new()
clients_row.add_theme_constant_override("separation", 8)
var clients_header_row := HBoxContainer.new()
clients_header_row.add_theme_constant_override("separation", 8)
var clients_header := _make_header("Clients")
clients_row.add_child(clients_header)
clients_header_row.add_child(clients_header)
_clients_summary_label = Label.new()
_clients_summary_label.add_theme_color_override("font_color", COLOR_MUTED)
_clients_summary_label.clip_text = true
_clients_summary_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
_clients_summary_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
clients_row.add_child(_clients_summary_label)
clients_header_row.add_child(_clients_summary_label)
var clients_actions := HFlowContainer.new()
clients_actions.add_theme_constant_override("h_separation", 8)
clients_actions.add_theme_constant_override("v_separation", 4)
var clients_refresh_btn := Button.new()
clients_refresh_btn.text = "Refresh"
clients_refresh_btn.tooltip_text = "Refresh client status in the background. Cached status stays visible while checks run."
clients_refresh_btn.pressed.connect(_on_refresh_clients_pressed)
clients_row.add_child(clients_refresh_btn)
clients_actions.add_child(clients_refresh_btn)
var clients_open_btn := Button.new()
clients_open_btn.text = "Clients & Settings"
clients_open_btn.tooltip_text = "Open the MCP settings window — configure AI clients, choose telemetry preferences, or disable tool domains to fit under a client's hard tool-count cap (e.g. Antigravity's 100)."
clients_open_btn.text = "Clients & Tools"
clients_open_btn.tooltip_text = "Open the Clients & Tools window — configure AI clients, choose telemetry preferences, or disable tool domains to fit under a client's hard tool-count cap (e.g. Antigravity's 100)."
clients_open_btn.pressed.connect(_on_open_clients_window)
clients_row.add_child(clients_open_btn)
clients_actions.add_child(clients_open_btn)
add_child(clients_row)
add_child(clients_header_row)
add_child(clients_actions)
_client_empty_cta_btn = Button.new()
_client_empty_cta_btn.text = "Configure an AI client ->"
_client_empty_cta_btn.tooltip_text = "Open the Clients tab to configure an AI coding client for this Godot AI server."
_client_empty_cta_btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_client_empty_cta_btn.visible = false
_client_empty_cta_btn.pressed.connect(_on_open_clients_window)
add_child(_client_empty_cta_btn)
# Drift banner — hidden until a sweep finds at least one mismatched client.
_drift_banner = VBoxContainer.new()
@@ -600,7 +711,7 @@ func _build_ui() -> void:
add_child(_drift_banner)
_clients_window = Window.new()
_clients_window.title = "MCP Clients & Settings"
_clients_window.title = "Godot AI"
## `Vector2i * float` yields Vector2; wrap the result back to Vector2i.
_clients_window.min_size = Vector2i(Vector2(560, 460) * EditorInterface.get_editor_scale())
_clients_window.visible = false
@@ -758,7 +869,7 @@ func _build_client_row(client_id: String) -> void:
# --- Status updates ---
func _update_status() -> void:
var connected: bool = _connection.is_connected
var connected: bool = _connection != null and _connection.is_connected
## During plugin self-update there's a brief window where this dock
## script is already the new version (Godot hot-reloads scripts on
## file change) but `_plugin` is still the old `EditorPlugin` instance
@@ -785,7 +896,7 @@ func _update_status() -> void:
status_text = "Restarting server..."
status_color = COLOR_AMBER
elif connected:
status_text = "Connected"
status_text = _connected_status_text()
status_color = Color.GREEN
elif state == ServerStateScript.CRASHED:
var exit_ms: int = server_status.get("exit_ms", 0)
@@ -858,6 +969,15 @@ func _update_crash_panel(server_status: Dictionary) -> void:
not show_recovery_restart
and state != ServerStateScript.INCOMPATIBLE
)
## Docs link only for the genuinely-foreign occupant: a recoverable
## (older godot-ai) server gets Restart Server instead, and the inline
## body already names a free port — the link carries the per-client
## reconfigure steps that don't fit inline.
if _crash_docs_btn != null:
_crash_docs_btn.visible = (
state == ServerStateScript.INCOMPATIBLE
and not bool(server_status.get("can_recover_incompatible", false))
)
var port_picker_visible := (
state == ServerStateScript.PORT_EXCLUDED
@@ -887,9 +1007,16 @@ static func _crash_body_for_state(state: int, server_status: Dictionary = {}) ->
if not message.is_empty():
return "%s Click Restart Server below to replace it with godot-ai v%s." % [message, expected]
return "Port %d is occupied by an older godot-ai server. Click Restart Server below to replace it with godot-ai v%s." % [port, expected]
## Genuinely foreign occupant (no recovery proof). Name a concrete
## free port so the user doesn't have to hunt for one, and let the
## crash panel's "How to change the port" link carry the per-client
## reconfigure steps. `suggest_free_port` already routes through the
## Windows reservation table, so the named port won't itself fail
## with WinError 10013.
var hint := _free_port_hint(port)
if not message.is_empty():
return message
return "Port %d is occupied by an incompatible server. Stop it or change both HTTP and WS ports." % port
return "%s %s" % [message, hint]
return "Port %d is occupied by an incompatible server. %s" % [port, hint]
ServerStateScript.FOREIGN_PORT:
return "Another process is already bound to port %d. Pick a free port or stop the other process." % port
ServerStateScript.CRASHED:
@@ -907,6 +1034,31 @@ static func _crash_body_for_state(state: int, server_status: Dictionary = {}) ->
return ""
## One sentence naming concrete free ports for the user to switch to. Names
## BOTH http and ws: this branch also fires for an incompatible godot-ai
## server we can't prove we own, which commonly holds both ports — moving only
## http would then leave the new server unable to bind ws. Both suggestions are
## routed through `suggest_free_port` so they clear Windows' winnat reservation
## table (no point suggesting a port that 10013s on bind). Only the http port
## reaches client configs; the ws port is server↔plugin, hence the wording.
## The per-client reconfigure steps live behind the crash panel's docs link.
static func _free_port_hint(port: int) -> String:
var free_http := ClientConfigurator.suggest_free_port(port + 1)
var free_ws := ClientConfigurator.suggest_free_port(ClientConfigurator.ws_port() + 1)
return "Ports %d (HTTP) and %d (WS) are free — set `godot_ai/http_port` and `godot_ai/ws_port` in Editor Settings, then update your client config with the new HTTP port (How to change the port, below)." % [free_http, free_ws]
## URL for the port-conflict guide, pinned to the release tag that matches the
## installed plugin version (releases are tagged `v<version>`). The crash-panel
## button only exists in builds that ship `docs/port-conflicts.md`, so the
## versioned ref always resolves — and a shipped build never points users at a
## tip-of-main guide that has drifted from its own UI.
static func _port_conflict_docs_url() -> String:
var version := ClientConfigurator.get_plugin_version()
var git_ref := ("v%s" % version) if not version.is_empty() else "main"
return "%s/%s/%s" % [REPO_BLOB_BASE, git_ref, PORT_CONFLICT_DOCS_PATH]
## Build the mixed-state banner. Hidden until `_refresh_mixed_state_banner`
## confirms `*.update_backup` files exist in the addons tree. Mirrors the
## issue #354 fix shape: structured, agent-readable diagnostic that survives
@@ -1480,6 +1632,30 @@ func _update_dev_section_buttons() -> void:
_dev_stop_btn.tooltip_text = stop_state["tooltip"]
func _configured_client_count() -> int:
var configured := 0
for client_id in _client_rows:
var status: Client.Status = _client_rows[client_id].get("status", Client.Status.NOT_CONFIGURED)
if status == Client.Status.CONFIGURED:
configured += 1
return configured
func _client_status_refresh_has_completed() -> bool:
return _last_client_status_refresh_completed_msec > 0
func _connected_status_text() -> String:
var configured := _configured_client_count()
if configured == 0:
if not _client_status_refresh_has_completed():
return "Server connected · checking AI client configuration"
return "Server connected · no AI client configured"
if configured == 1:
return "Server connected · 1 AI client configured"
return "Server connected · %d AI clients configured" % configured
func _on_install_uv() -> void:
match OS.get_name():
"Windows":
@@ -1548,28 +1724,65 @@ func _dispatch_client_action(client_id: String, action: String) -> void:
_client_action_generations[client_id] = generation
var thread := Thread.new()
_client_action_threads[client_id] = thread
_client_action_started_msec[client_id] = Time.get_ticks_msec()
_client_action_names[client_id] = action
var err := thread.start(
Callable(self, "_run_client_action_worker").bind(client_id, action, server_url, generation)
)
if err != OK:
_client_action_threads.erase(client_id)
_client_action_started_msec.erase(client_id)
_client_action_names.erase(client_id)
_finalize_action_buttons(client_id)
_apply_row_status(client_id, Client.Status.ERROR, "couldn't start worker thread")
_refresh_clients_summary()
func _run_client_action_worker(client_id: String, action: String, server_url: String, generation: int) -> void:
func _run_client_action_worker(client_id: String, action: String, server_url: String, generation: int) -> Dictionary:
var result: Dictionary
if action == "remove":
result = ClientConfigurator.remove(client_id, server_url)
else:
result = ClientConfigurator.configure(client_id, server_url)
if _refresh_state != ClientRefreshStateScript.SHUTTING_DOWN:
call_deferred("_apply_client_action_result", client_id, action, result, generation)
return {
"client_id": client_id,
"action": action,
"result": result,
"generation": generation,
}
func _poll_completed_client_action_threads() -> void:
for client_id in _client_action_threads.keys():
var thread: Thread = _client_action_threads[client_id]
if thread == null or thread.is_alive():
continue
var payload: Variant = thread.wait_to_finish()
_client_action_threads[client_id] = null
if payload is Dictionary:
var data := payload as Dictionary
var result: Dictionary = data.get("result", {})
_apply_client_action_result(
String(data.get("client_id", client_id)),
String(data.get("action", _client_action_names.get(client_id, "configure"))),
result,
int(data.get("generation", _client_action_generations.get(client_id, 0)))
)
else:
_apply_client_action_result(
String(client_id),
String(_client_action_names.get(client_id, "configure")),
{"status": "error", "message": "worker returned no result"},
int(_client_action_generations.get(client_id, 0))
)
func _apply_client_action_result(client_id: String, action: String, result: Dictionary, generation: int) -> void:
if int(_client_action_generations.get(client_id, 0)) != generation:
if _client_action_threads.get(client_id, null) == null:
_client_action_threads.erase(client_id)
_client_action_started_msec.erase(client_id)
_client_action_names.erase(client_id)
return
if _refresh_state == ClientRefreshStateScript.SHUTTING_DOWN:
return
@@ -1577,7 +1790,9 @@ func _apply_client_action_result(client_id: String, action: String, result: Dict
var t: Thread = _client_action_threads[client_id]
if t != null:
t.wait_to_finish()
_client_action_threads.erase(client_id)
_client_action_threads.erase(client_id)
_client_action_started_msec.erase(client_id)
_client_action_names.erase(client_id)
_finalize_action_buttons(client_id)
if _server_blocks_client_health():
_apply_row_status(client_id, Client.Status.ERROR, _server_blocked_client_message())
@@ -1645,7 +1860,7 @@ func _on_configure_all_clients() -> void:
_apply_row_status(String(client_id), Client.Status.ERROR, _server_blocked_client_message())
_refresh_clients_summary()
return
if ClientRefreshStateScript.has_worker_alive(_refresh_state):
if ClientRefreshStateScript.should_disable_client_actions(_refresh_state):
return
for client_id in _client_rows:
var status: Client.Status = _client_rows[client_id].get("status", Client.Status.NOT_CONFIGURED)
@@ -1700,7 +1915,7 @@ func _build_tools_tab(tabs: TabContainer) -> void:
var tools_tab := VBoxContainer.new()
tools_tab.add_theme_constant_override("separation", 8)
var tools_margin := _build_margin_container()
tools_margin.name = "Settings"
tools_margin.name = "Tools"
tools_margin.add_child(tools_tab)
tabs.add_child(tools_margin)
@@ -1976,8 +2191,11 @@ func _refresh_clients_summary() -> void:
)
_clients_summary_label.text = text
if _client_configure_all_btn != null:
_client_configure_all_btn.disabled = ClientRefreshStateScript.has_worker_alive(_refresh_state)
_client_configure_all_btn.disabled = ClientRefreshStateScript.should_disable_client_actions(_refresh_state)
if _client_empty_cta_btn != null:
_client_empty_cta_btn.visible = configured == 0 and _client_status_refresh_has_completed()
_refresh_drift_banner(mismatched_ids)
_update_status()
func _show_manual_command_for(client_id: String) -> void:
@@ -2167,8 +2385,8 @@ func _warm_strategy_bytecode() -> void:
func _begin_client_status_refresh_run() -> int:
## Marks a refresh as starting and returns the new generation token.
## Generation is bumped here (not at completion) so that a worker callback
## arriving after `_abandon_client_status_refresh_thread` or `_exit_tree`
## Generation is bumped here (not at completion) so that a worker result
## reaped after `_abandon_client_status_refresh_thread` or `_exit_tree`
## fires can be detected as stale via generation mismatch.
_refresh_state = ClientRefreshStateScript.RUNNING
_client_status_refresh_pending = false
@@ -2181,7 +2399,7 @@ func _begin_client_status_refresh_run() -> int:
func _finalize_completed_refresh() -> void:
## Stamps cooldown and clears in-flight state. Called at the end of every
## refresh that successfully applied results — the worker callback path
## refresh that successfully applied results — the worker reaping path
## and the no-CLI fast path in `_perform_initial_client_status_refresh`.
_last_client_status_refresh_completed_msec = Time.get_ticks_msec()
if _refresh_state != ClientRefreshStateScript.SHUTTING_DOWN:
@@ -2308,7 +2526,7 @@ func _retry_deferred_client_status_refresh() -> void:
_request_client_status_refresh(force)
func _run_client_status_refresh_worker(client_probes: Array[Dictionary], server_url: String, generation: int) -> void:
func _run_client_status_refresh_worker(client_probes: Array[Dictionary], server_url: String, generation: int) -> Dictionary:
var results: Dictionary = {}
for probe in client_probes:
var client_id := String(probe.get("id", ""))
@@ -2325,8 +2543,25 @@ func _run_client_status_refresh_worker(client_probes: Array[Dictionary], server_
"installed": installed,
"error_msg": details.get("error_msg", ""),
}
if _refresh_state != ClientRefreshStateScript.SHUTTING_DOWN:
call_deferred("_apply_client_status_refresh_results", results, generation)
return {"results": results, "generation": generation}
func _poll_completed_client_status_refresh_thread() -> void:
if _client_status_refresh_thread == null:
return
if _client_status_refresh_thread.is_alive():
return
var payload: Variant = _client_status_refresh_thread.wait_to_finish()
_client_status_refresh_thread = null
if payload is Dictionary:
var data := payload as Dictionary
var results: Dictionary = data.get("results", {})
_apply_client_status_refresh_results(
results,
int(data.get("generation", _client_status_refresh_generation))
)
else:
_apply_client_status_refresh_results({}, _client_status_refresh_generation)
func _apply_client_status_refresh_results(results: Dictionary, generation: int) -> void:
+1 -1
View File
@@ -3,5 +3,5 @@
name="Godot AI"
description="MCP server and AI tools for Godot"
author="Godot AI"
version="2.7.6"
version="2.8.1"
script="plugin.gd"
+2 -2
View File
@@ -233,14 +233,14 @@ func _enter_tree() -> void:
_telemetry = Telemetry.new(_connection)
_debugger_plugin = DebuggerPlugin.new(_log_buffer, _game_log_buffer)
_debugger_plugin = DebuggerPlugin.new(_log_buffer, _game_log_buffer, _editor_log_buffer)
add_debugger_plugin(_debugger_plugin)
_ensure_game_helper_autoload()
var editor_handler := EditorHandler.new(_log_buffer, _connection, _debugger_plugin, _game_log_buffer, _editor_log_buffer)
var scene_handler := SceneHandler.new(_connection)
var node_handler := NodeHandler.new(get_undo_redo())
var project_handler := ProjectHandler.new(_connection, _debugger_plugin)
var project_handler := ProjectHandler.new(_connection, _debugger_plugin, _editor_log_buffer)
var client_handler := ClientHandler.new()
var script_handler := ScriptHandler.new(get_undo_redo(), _connection)
var resource_handler := ResourceHandler.new(get_undo_redo(), _connection)
@@ -81,9 +81,9 @@ func _log_error(
## Collect every function name in the first non-empty backtrace so
## game_helper can match its eval's uniquely named wrapper function.
var funcs := PackedStringArray()
for bt in script_backtraces:
for bt: RefCounted in script_backtraces:
if bt != null and bt.get_frame_count() > 0:
for i in bt.get_frame_count():
for i: int in bt.get_frame_count():
funcs.append(bt.get_frame_function(i))
break
_mutex.lock()
+47 -12
View File
@@ -6,9 +6,8 @@ extends McpStructuredLogRing
## ferried back from the playing game over the EngineDebugger channel.
##
## Larger cap than McpEditorLogBuffer because games can be noisy. `run_id`
## rotates each time clear_for_new_run() fires (called on the game's
## mcp:hello boot beacon), giving agents a stable cursor for "lines since
## this play started".
## rotates at play-start, giving agents a stable cursor for "lines from
## this run" even when the game never reaches the mcp:hello boot beacon.
##
## Single-threaded — game_helper.gd drains its logger from `_process` and
## calls `append` from the main thread, so this subclass can use the base
@@ -17,6 +16,7 @@ extends McpStructuredLogRing
const MAX_LINES := 2000
var _run_id := ""
var _run_seq := 0
func _init() -> void:
@@ -24,17 +24,22 @@ func _init() -> void:
func append(level: String, text: String, details: Dictionary = {}) -> void:
var entry := {"source": "game", "level": _coerce_level(level), "text": text}
var entry := {
"source": "game",
"level": _coerce_level(level),
"text": text,
"run_id": _run_id,
}
if not details.is_empty():
entry["details"] = details.duplicate(true)
_append_entry(entry)
## Rotate the run identifier and drop all buffered entries. Called when the
## game-side autoload sends its mcp:hello beacon, marking a fresh play cycle.
## Returns the new run_id.
## Rotate the run identifier without dropping buffered entries. Called at
## play-start so even no-hello parse failures get a fresh current-run identity.
## Historical lines stay tagged with their original run_id and can still be
## queried explicitly.
func clear_for_new_run() -> String:
_clear_storage()
_run_id = _generate_run_id()
return _run_id
@@ -43,8 +48,38 @@ func run_id() -> String:
return _run_id
static func _generate_run_id() -> String:
func get_run_range(run_id: String, offset: int, count: int) -> Array[Dictionary]:
return get_run_page(run_id, offset, count).entries
func run_total_count(run_id: String) -> int:
return int(get_run_page(run_id, 0, 0).total_count)
func get_run_page(run_id: String, offset: int, count: int) -> Dictionary:
var entries := _entries_for_run(run_id)
var start := mini(maxi(0, offset), entries.size())
var stop := mini(entries.size(), start + maxi(0, count))
var out: Array[Dictionary] = []
for i in range(start, stop):
out.append(entries[i])
return {
"entries": out,
"total_count": entries.size(),
}
func _entries_for_run(run_id: String) -> Array[Dictionary]:
var out: Array[Dictionary] = []
for entry in get_range(0, total_count()):
if str(entry.get("run_id", "")) == run_id:
out.append(entry)
return out
func _generate_run_id() -> String:
## Opaque to agents — they only check equality. Time-based is plenty
## unique within a single editor session and avoids the RNG-seed
## reproducibility footgun.
return "r%d" % Time.get_ticks_msec()
## unique within a single editor session; the local sequence protects
## fast back-to-back test runs within the same millisecond.
_run_seq += 1
return "r%d-%d" % [Time.get_ticks_msec(), _run_seq]
@@ -57,6 +57,14 @@ static func has_worker_alive(state: int) -> bool:
return state == RUNNING or state == RUNNING_TIMED_OUT
## True while the status worker is still within its healthy budget. Once a
## refresh has timed out, the dock keeps the warning badge but must let users
## retry Configure / Configure all instead of stranding the controls behind an
## orphaned, uninterruptible worker.
static func should_disable_client_actions(state: int) -> bool:
return state == RUNNING
## True when the dock should reject new refresh spawns. Used by the
## focus-in / manual button / cooldown-timer entrypoints.
static func is_blocked_for_spawn(state: int) -> bool:
@@ -300,6 +300,15 @@ func _set_incompatible_server(live: Dictionary, expected_version: String, port:
var proof_name := str(proof.get("proof", ""))
_can_recover_incompatible = not proof_name.is_empty()
print("MCP | proof: %s" % (proof_name if _can_recover_incompatible else "(none)"))
if not _can_recover_incompatible:
## Non-recoverable: a foreign / unprovable occupant holds the port and
## we have no ownership proof, so we must NOT kill it — surface a
## concrete free port the user can switch to instead (the same hint
## the dock crash body renders). Logging it to the editor output also
## lets `ci-stale-server-smoke --mode foreign` assert this upstream
## classification from CI. Reservation-aware on Windows.
var suggested := ClientConfigurator.suggest_free_port(port + 1)
print("MCP | port %d occupant not recoverable (no ownership proof); suggested free port %d (set godot_ai/http_port)" % [port, suggested])
_host._refresh_dock_client_statuses()
+6 -3
View File
@@ -314,6 +314,8 @@ static func _is_trusted_download_url(url: String) -> bool:
const SCHEME := "https://"
if not url.begins_with(SCHEME):
return false
if url.find("\\") >= 0:
return false
var rest := url.substr(SCHEME.length())
var authority := rest
var slash := rest.find("/")
@@ -457,7 +459,7 @@ func _on_checksum_completed(
print("MCP | self-update checksum verified (sha256 %s)" % actual)
install_state_changed.emit({"button_text": "Installing..."})
_install_zip()
_install_zip.call_deferred()
## Surface an integrity-check failure and drop the staged zip so the bad
@@ -483,8 +485,9 @@ static func _parse_sha256_digest(text: String) -> String:
if trimmed.is_empty():
return ""
## First whitespace-delimited token; `sha256sum` separates digest and
## filename with two spaces, so allow_empty=false collapses the run.
var tokens := trimmed.split(" ", false)
## filename with two spaces, but some tools use tabs.
var normalized := trimmed.replace("\t", " ").replace("\n", " ").replace("\r", " ")
var tokens := normalized.split(" ", false)
if tokens.is_empty():
return ""
var digest := String(tokens[0]).strip_edges().to_lower()
Binary file not shown.
@@ -0,0 +1,42 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://dsi2vtxfvqdm7"
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View File
@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2025 Godot AI contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
-6
View File
@@ -1,6 +0,0 @@
@rpc("any_peer", "call_local")
func remove_slow_effect():
slow_timer = 0.0
self.is_slowed = false
if movement_manager:
movement_manager.set_speed_multiplier(1.0)
-6
View File
@@ -1,6 +0,0 @@
@rpc("authority", "call_local", "reliable")
func sync_clear_sticky_cell(pos: Vector2i) -> void:
sticky_cells.erase(pos)
mark_cleansed(pos)
if gridmap:
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), -1)
-68
View File
@@ -1,68 +0,0 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="FontFile" uid="uid://xnjx058n4tsw" path="res://assets/fonts/Nougat-ExtraBlack.ttf" id="1_font"]
[node name="GauntletHUD" type="CanvasLayer"]
layer = 5
visible = false
[node name="TopContainer" type="CenterContainer" parent="."]
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_top = 70.0
grow_horizontal = 2
[node name="SlowMoLabel" type="Label" parent="TopContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.3, 0.5, 1.0, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 4
theme_override_fonts/font = ExtResource("1_font")
text = "SLOW-MO"
horizontal_alignment = 1
visible = false
[node name="BottomContainer" type="CenterContainer" parent="."]
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_top = -120.0
grow_horizontal = 2
grow_vertical = 0
[node name="VBoxContainer" type="VBoxContainer" parent="BottomContainer"]
layout_mode = 2
theme_override_constants/separation = 4
[node name="PhaseLabel" type="Label" parent="BottomContainer/VBoxContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 24
theme_override_colors/font_color = Color(1, 0.6, 0.8, 1)
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 6
theme_override_fonts/font = ExtResource("1_font")
text = "🍬 OPEN ARENA"
horizontal_alignment = 1
[node name="CleanserHBox" type="HBoxContainer" parent="BottomContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 6
alignment = 1
[node name="CleanserIcon" type="TextureRect" parent="BottomContainer/VBoxContainer/CleanserHBox"]
layout_mode = 2
custom_minimum_size = Vector2(20, 20)
stretch_mode = 5
[node name="CleanserLabel" type="Label" parent="BottomContainer/VBoxContainer/CleanserHBox"]
layout_mode = 2
theme_override_font_sizes/font_size = 20
theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
theme_override_constants/outline_size = 6
theme_override_fonts/font = ExtResource("1_font")
text = "[E] Cleanser (0)"
horizontal_alignment = 1
-48
View File
@@ -1,48 +0,0 @@
func _spawn_cleanser_particles(pos: Vector2i) -> void:
"""Spawn bright cleansing particles when sticky is cleared."""
if not main_scene or not gridmap:
return
var world_pos = Vector3(
pos.x * gridmap.cell_size.x + gridmap.cell_size.x / 2.0,
0.5,
pos.y * gridmap.cell_size.z + gridmap.cell_size.z / 2.0
)
var particles = GPUParticles3D.new()
particles.emitting = true
particles.one_shot = true
particles.amount = 12
particles.lifetime = 0.6
particles.explosiveness = 0.9
var material = ParticleProcessMaterial.new()
material.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
material.emission_sphere_radius = 0.3
material.direction = Vector3(0, 1, 0)
material.spread = 180.0
material.initial_velocity_min = 3.0
material.initial_velocity_max = 5.0
material.gravity = Vector3(0, -5.0, 0)
material.scale_min = 0.05
material.scale_max = 0.15
var mesh = SphereMesh.new()
mesh.radius = 0.2
mesh.height = 0.4
var spatial_mat = StandardMaterial3D.new()
spatial_mat.albedo_color = Color(0.2, 1.0, 1.0) # Cyan/Blue for cleanser
spatial_mat.emission_enabled = true
spatial_mat.emission = Color(0.2, 1.0, 1.0)
spatial_mat.emission_energy_multiplier = 3.0
mesh.material = spatial_mat
particles.draw_pass_1 = mesh
particles.process_material = material
particles.position = world_pos
main_scene.add_child(particles)
await get_tree().create_timer(1.2).timeout
if particles and is_instance_valid(particles):
particles.queue_free()
-24
View File
@@ -1,24 +0,0 @@
func _find_valid_drop_position() -> Vector2i:
# Try random adjacent cells
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)
neighbors.shuffle()
for neighbor in neighbors:
var pos = neighbor.position
# Check item layer
var item_cell = Vector3i(pos.x, 1, pos.y)
if enhanced_gridmap.get_cell_item(item_cell) == -1:
if not is_position_occupied(pos):
# Gauntlet Mode explicit overrides
var gm = null
var main_gauntlet = get_tree().root.get_node_or_null("Main")
if main_gauntlet and main_gauntlet.get("gauntlet_manager"):
gm = main_gauntlet.gauntlet_manager
if gm and gm.is_active:
if pos.x == 0 or pos.x == gm.ARENA_COLUMNS - 1 or pos.y == 0 or pos.y == gm.ARENA_ROWS - 1:
continue
if gm._is_npc_zone(pos):
continue
return pos
return Vector2i(-1, -1)
-8
View File
@@ -1,8 +0,0 @@
@rpc("any_peer", "call_local")
func remove_slow_effect():
slow_timer = 0.0
self.is_slowed = false
if movement_manager:
# INSTANT response: restore speed multiplier to 1.0 immediately
movement_manager.set_speed_multiplier(1.0)
print("Player %s slow effect removed early" % name)
-25
View File
@@ -1,25 +0,0 @@
/func _find_valid_drop_position/,/return Vector2i(-1, -1)/c\
func _find_valid_drop_position() -> Vector2i:\
# Try random adjacent cells\
var neighbors = enhanced_gridmap.get_neighbors(current_position, 0)\
neighbors.shuffle()\
\
for neighbor in neighbors:\
var pos = neighbor.position\
# Check item layer\
var item_cell = Vector3i(pos.x, 1, pos.y)\
if enhanced_gridmap.get_cell_item(item_cell) == -1:\
if not is_position_occupied(pos):\
# Gauntlet Mode explicit overrides\
var gm = null\
var main_gauntlet = get_tree().root.get_node_or_null("Main")\
if main_gauntlet and main_gauntlet.get("gauntlet_manager"):\
gm = main_gauntlet.gauntlet_manager\
if gm and gm.is_active:\
if pos.x == 0 or pos.x == gm.ARENA_COLUMNS - 1 or pos.y == 0 or pos.y == gm.ARENA_ROWS - 1:\
continue\
if gm._is_npc_zone(pos):\
continue\
return pos\
\
return Vector2i(-1, -1)
+7
View File
@@ -0,0 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://c5xk3jdg2s11m"]
[node name="MektonBullsArena" type="Node3D"]
[node name="GridMap" type="GridMap" parent="."]
[node name="Area3D" type="Area3D" parent="."]
+27 -2
View File
@@ -17,6 +17,7 @@ var is_match_ended: bool = false
var obstacle_manager
var portal_mode_manager
var gauntlet_manager
var mekton_bulls_manager
var vfx_manager
# Minimal local state
@@ -259,6 +260,13 @@ func _init_managers():
add_child(gauntlet_manager)
gauntlet_manager.initialize(self, $EnhancedGridMap)
# Mekton Bulls manager
if LobbyManager.game_mode == "Mekton Bulls":
mekton_bulls_manager = load("res://scripts/managers/mekton_bulls_manager.gd").new()
mekton_bulls_manager.name = "MektonBullsManager"
add_child(mekton_bulls_manager)
mekton_bulls_manager.initialize(self, $EnhancedGridMap)
# Screen shake manager for impact feedback
screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
screen_shake_manager.name = "ScreenShakeManager"
@@ -623,6 +631,8 @@ func _setup_host_game():
portal_mode_manager.setup_arena_locally()
elif LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
gauntlet_manager._setup_arena()
elif LobbyManager.game_mode == "Mekton Bulls" and mekton_bulls_manager:
mekton_bulls_manager._setup_arena()
else:
# Randomize grid first to ensure Floor 0 is walkable for pre-calculation
randomize_game_grid()
@@ -729,10 +739,20 @@ func _setup_client_game():
if LobbyManager.game_mode == "Tekton Doors" and portal_mode_manager:
portal_mode_manager.setup_arena_locally()
# Initialize arena locally for Candy Pump Survival
# Special initialization for Gauntlet mode
if LobbyManager.game_mode == "Candy Pump Survival" and gauntlet_manager:
gauntlet_manager._apply_arena_setup()
if LobbyManager.game_mode == "Mekton Bulls" and mekton_bulls_manager:
mekton_bulls_manager.hud_node = load("res://scenes/ui/mekton_bulls_hud.tscn").instantiate()
mekton_bulls_manager.hud_node.name = "MektonBullsHUD"
add_child(mekton_bulls_manager.hud_node)
if mekton_bulls_manager.hud_node.has_method("initialize"):
mekton_bulls_manager.hud_node.initialize(mekton_bulls_manager)
if mekton_bulls_manager.hud_node.has_method("set_local_player"):
mekton_bulls_manager.hud_node.set_local_player(multiplayer.get_unique_id())
mekton_bulls_manager._apply_arena_setup()
# Ensure local player setup (UI, controls) is verified
var player_character = get_node_or_null(str(my_id))
if player_character:
@@ -876,10 +896,15 @@ func _start_game():
elif LobbyManager.game_mode == "Candy Pump Survival":
if gauntlet_manager:
gauntlet_manager.start_game_mode()
if goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration), true) # Enable cycles for 3x3 pattern missions
elif LobbyManager.game_mode == "Mekton Bulls":
if mekton_bulls_manager:
mekton_bulls_manager.start_game_mode()
if goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration))
elif goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration))
+21
View File
@@ -0,0 +1,21 @@
[gd_scene load_steps=5 format=3 uid="uid://bull1234abcd"]
[ext_resource type="Script" uid="uid://bullscript1" path="res://scripts/npcs/mekton_bull.gd" id="1_bull"]
[ext_resource type="PackedScene" uid="uid://df7h7y7y7y7y7" path="res://scenes/static_tekton_mesh.tscn" id="2_mesh"]
[sub_resource type="BoxShape3D" id="BoxShape3D_bull"]
size = Vector3(1.5, 2.0, 1.5)
[node name="MektonBull" type="Area3D" groups=["MektonBulls"]]
collision_layer = 4
collision_mask = 2
script = ExtResource("1_bull")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0, 0)
shape = SubResource("BoxShape3D_bull")
[node name="Visuals" type="Node3D" parent="."]
[node name="Mesh" parent="Visuals" instance=ExtResource("2_mesh")]
transform = Transform3D(0.4, 0, 0, 0, 0.4, 0, 0, 0, 0.4, 0, 0, 0)
+91
View File
@@ -0,0 +1,91 @@
[gd_scene format=3 uid="uid://bullhud"]
[ext_resource type="Script" uid="uid://bullhudscript" path="res://scripts/ui/mekton_bulls_hud.gd" id="1_hud"]
[node name="MektonBullsHUD" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_hud")
[node name="BullTracker" type="Control" parent="."]
anchors_preset = 0
[node name="PowerCounters" type="Control" parent="."]
anchors_preset = 0
layout_mode = 1
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_top = -60.0
offset_right = 300.0
grow_vertical = 0
[node name="Label" type="Label" parent="PowerCounters"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
text = "Freeze: 0 | Knock: 0"
vertical_alignment = 1
[node name="PowerPicker" type="PanelContainer" parent="."]
visible = false
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -100.0
offset_top = -50.0
offset_right = 100.0
offset_bottom = 50.0
grow_horizontal = 2
grow_vertical = 2
[node name="HBoxContainer" type="HBoxContainer" parent="PowerPicker"]
layout_mode = 2
[node name="FreezeBtn" type="Button" parent="PowerPicker/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
text = "Freeze"
[node name="KnockBtn" type="Button" parent="PowerPicker/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
text = "Knock"
[node name="PlacementPanel" type="PanelContainer" parent="."]
visible = false
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -200.0
offset_top = -150.0
offset_right = 200.0
offset_bottom = 150.0
grow_horizontal = 2
grow_vertical = 2
[node name="VBoxContainer" type="VBoxContainer" parent="PlacementPanel"]
layout_mode = 2
[node name="Label" type="Label" parent="PlacementPanel/VBoxContainer"]
layout_mode = 2
text = "Match Placements"
horizontal_alignment = 1
[node name="List" type="VBoxContainer" parent="PlacementPanel/VBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
[connection signal="pressed" from="PowerPicker/HBoxContainer/FreezeBtn" to="." method="_on_freeze_btn_pressed"]
[connection signal="pressed" from="PowerPicker/HBoxContainer/KnockBtn" to="." method="_on_knock_btn_pressed"]
+108 -6
View File
@@ -134,6 +134,56 @@ func _normalize_tile(tile: int) -> int:
return tile - 4 # 11->7, 12->8, etc.
return tile
# =============================================================================
# Mekton Bulls mode helpers
# =============================================================================
func is_mekton_bulls_mode() -> bool:
return LobbyManager and LobbyManager.is_game_mode(GameMode.Mode.MEKTON_BULLS)
func _get_mekton_bulls_manager() -> Node:
if gauntlet_manager_override and is_instance_valid(gauntlet_manager_override):
return gauntlet_manager_override
var current = actor
while current != null:
var bm = current.get_node_or_null("MektonBullsManager")
if bm: return bm
current = current.get_parent()
var root = actor.get_tree().root
var main = root.get_node_or_null("Main")
if main:
return main.get_node_or_null("MektonBullsManager")
return null
func _get_active_bulls() -> Array:
return actor.get_tree().get_nodes_in_group("MektonBulls")
func _is_cell_unsafe_in_mekton_bulls(pos: Vector2i) -> bool:
"""Cell is unsafe if it's WATER, or if it's on the boundary (soon to be flooded)."""
if not is_mekton_bulls_mode(): return false
var bm = _get_mekton_bulls_manager()
if not bm: return false
# Check if water
var tile = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
if tile == 24: # TILE_WATER
return true
if bm.has_method("_is_boundary") and bm._is_boundary(pos):
return true
# Bull proximity
var bulls = _get_active_bulls()
for b in bulls:
var b_pos = enhanced_gridmap.local_to_map(b.position)
# If cell is adjacent to the bull, it's unsafe.
if abs(b_pos.x - pos.x) <= 1 and abs(b_pos.z - pos.y) <= 1:
return true
return false
# =============================================================================
# Goal Analysis
# =============================================================================
@@ -345,14 +395,28 @@ func find_best_tile_to_grab() -> Dictionary:
func find_nearest_tile_of_type(tile_types: Array) -> Vector2i:
"""Find nearest tile matching any type in array using optimized spiral search."""
var current_pos = actor.current_position
if not enhanced_gridmap:
return Vector2i(-1, -1)
# Optimization: Start check at simple radius
# If we find something in the spiral, it is guaranteed to be one of the nearest (by Chebyshev distance logic broadly, or just good enough)
if is_mekton_bulls_mode():
# Return the nearest uncollected tile from our blueprint
var bm = _get_mekton_bulls_manager()
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
if bm and pid != null and bm.player_blueprints.has(pid):
var bp = bm.player_blueprints[pid]
var best_tile = Vector2i(-1, -1)
var best_dist = INF
for c in bp.cells:
if enhanced_gridmap.get_cell_item(Vector3i(c.x, 0, c.y)) == bp.color:
var dist = actor.current_position.distance_to(c)
if dist < best_dist and _is_valid_move_target(c, true):
best_dist = dist
best_tile = c
if best_tile != Vector2i(-1, -1):
return best_tile
var current_pos = actor.current_position
# Optimization: Start check at simple radius
var max_radius = 25 # Limit search range to prevent full map scans on huge maps
if OS.has_feature("mobile"):
max_radius = 15 # Stricter limit on mobile
@@ -438,10 +502,43 @@ func find_nearest_roaming_tekton() -> Node3D:
# Movement Strategy
# =============================================================================
func _should_use_freeze() -> bool:
if not is_mekton_bulls_mode(): return false
var bm = _get_mekton_bulls_manager()
if not bm: return false
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
if not bm.player_powers.has(pid) or bm.player_powers[pid]["FREEZE"] <= 0: return false
var bulls = _get_active_bulls()
var bot_pos = enhanced_gridmap.local_to_map(actor.position)
for b in bulls:
var b_pos = enhanced_gridmap.local_to_map(b.position)
if abs(bot_pos.x - b_pos.x) <= 3 and abs(bot_pos.z - b_pos.y) <= 3:
return true
return false
func find_optimal_move_target() -> Vector2i:
"""Calculate the best position to move towards."""
"""Core decision logic. Evaluates sabotaging vs making progress."""
var main = actor.get_tree().get_root().get_node_or_null("Main")
var is_sng = LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO)
if is_mekton_bulls_mode():
# In Mekton Bulls, use powers if viable.
if _should_use_freeze():
var bm = _get_mekton_bulls_manager()
var pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
bm.try_use_freeze.rpc_id(1) # Try emitting to server
# Knock another nearby player
var mb_pid = actor.get("peer_id") if "peer_id" in actor else actor.name.to_int()
var mb_bm = _get_mekton_bulls_manager()
if mb_bm and mb_bm.player_powers.has(mb_pid) and mb_bm.player_powers[mb_pid]["KNOCK"] > 0:
var opps = _get_opponents()
for op in opps:
var dist = actor.position.distance_to(op.position)
if dist < enhanced_gridmap.cell_size.x * 2.0:
mb_bm.try_use_knock.rpc_id(1, op.name.to_int(), actor.position.direction_to(op.position).normalized())
break
var is_sng = LobbyManager and LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO)
var gc_manager = main.get_node_or_null("GoalsCycleManager") if main else null
var time_left = gc_manager.get_global_time_remaining() if gc_manager else 999.0
var is_match_running = gc_manager.is_match_running() if gc_manager else false
@@ -602,6 +699,11 @@ func _is_valid_move_target(pos: Vector2i, ignore_players: bool = false) -> bool:
if not enhanced_gridmap or not enhanced_gridmap.is_position_valid(pos):
return false
if is_mekton_bulls_mode():
# Do not move into WATER or the boundary
if _is_cell_unsafe_in_mekton_bulls(pos):
return false
# Check Floor 0 (Ground/Walls)
var floor_item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
if floor_item == -1 or floor_item in enhanced_gridmap.non_walkable_items:
@@ -128,8 +128,10 @@ func spawn_projectile(target_world_pos: Vector3, duration: float) -> void:
# We need to wait for the X/Z tween to finish, but since it's parallel we can just use a separate timer or tween
# to kill the projectile exactly when duration is reached, ensuring it doesn't get killed early by X/Z finishing 1 frame earlier than Y
get_tree().create_timer(duration).timeout.connect(func():
if is_instance_valid(spin_tween): spin_tween.kill()
if is_instance_valid(projectile): projectile.queue_free()
if is_instance_valid(spin_tween):
spin_tween.kill()
if is_instance_valid(projectile):
projectile.queue_free()
)
func can_rpc() -> bool:
+8 -3
View File
@@ -5,7 +5,8 @@ enum Mode {
FREEMODE = 0,
STOP_N_GO = 1,
TEKTON_DOORS = 2,
GAUNTLET = 3
GAUNTLET = 3,
MEKTON_BULLS = 4
}
static func from_string(mode: String) -> Mode:
@@ -18,6 +19,8 @@ static func from_string(mode: String) -> Mode:
return Mode.TEKTON_DOORS
"Candy Pump Survival":
return Mode.GAUNTLET
"Mekton Bulls":
return Mode.MEKTON_BULLS
_:
return Mode.FREEMODE
@@ -31,11 +34,13 @@ static func mode_to_string(mode: Mode) -> String:
return "Tekton Doors"
Mode.GAUNTLET:
return "Candy Pump Survival"
Mode.MEKTON_BULLS:
return "Mekton Bulls"
_:
return "Freemode"
static func is_restricted(mode: Mode) -> bool:
return mode == Mode.STOP_N_GO or mode == Mode.TEKTON_DOORS or mode == Mode.GAUNTLET
return mode == Mode.STOP_N_GO or mode == Mode.TEKTON_DOORS or mode == Mode.GAUNTLET or mode == Mode.MEKTON_BULLS
static func get_all_modes() -> Array[String]:
return ["Freemode", "Stop n Go", "Tekton Doors", "Candy Pump Survival"]
return ["Freemode", "Stop n Go", "Tekton Doors", "Candy Pump Survival", "Mekton Bulls"]
+63 -60
View File
@@ -391,47 +391,45 @@ func sync_arena_setup() -> void:
print("[Gauntlet] Client: Syncing Arena Setup (%dx%d)..." % [ARENA_COLUMNS, ARENA_ROWS])
_apply_arena_setup()
func _apply_arena_setup() -> void:
"""Shared arena layout logic for host + clients."""
if not gridmap:
gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap: return
func _apply_arena_setup() -> void:
"""Shared arena layout logic for host + clients."""
if not gridmap:
gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap: return
# Resize grid (bypass setters that wipe the map)
gridmap.set("columns", ARENA_COLUMNS)
gridmap.set("rows", ARENA_ROWS)
# Resize grid (bypass setters that wipe the map)
gridmap.set("columns", ARENA_COLUMNS)
gridmap.set("rows", ARENA_ROWS)
# Clear all
gridmap.clear()
# Clear all
gridmap.clear()
# Build the 20x20 arena
for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS):
var pos = Vector2i(x, z)
# Build the 20x20 arena
for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS):
var pos = Vector2i(x, z)
# Center 3x3 block: NPC obstacle (Candy Pump)
if _is_npc_zone(pos):
# Make the floor empty (-1) beneath the Candy Pump
# We need to clear all possible layers just in case
gridmap.set_cell_item(Vector3i(x, 0, z), -1)
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
gridmap.set_cell_item(Vector3i(x, 2, z), -1)
continue
# Center 3x3 block: NPC obstacle (Candy Pump)
if x >= 8 and x <= 10 and z >= 8 and z <= 10:
# Hardcode clear all possible layers beneath the Candy Pump
for layer in range(5):
gridmap.set_cell_item(Vector3i(x, layer, z), -1)
continue
# Boundary walls: perimeter (row 0, row 19, col 0, col 19)
if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
# Also make border walls visually walkable floors instead of red blocks
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
gridmap.set_cell_item(Vector3i(x, 2, z), -1)
continue
# Interior: walkable floor
# Boundary walls: perimeter (row 0, row 19, col 0, col 19)
if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
# Also make border walls visually walkable floors instead of red blocks
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
gridmap.set_cell_item(Vector3i(x, 2, z), -1)
continue
# Interior: walkable floor
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
gridmap.set_cell_item(Vector3i(x, 2, z), -1)
gridmap.diagonal_movement = true
gridmap.update_grid_data()
@@ -451,10 +449,7 @@ func sync_arena_setup() -> void:
func _is_npc_zone(pos: Vector2i) -> bool:
"""Check if a position is within the center 3x3 NPC zone."""
var half = NPC_SIZE / 2 # integer division = 1
var min_coord = NPC_CENTER - Vector2i(half, half) # (8, 8)
var max_coord = NPC_CENTER + Vector2i(half, half) # (10, 10)
return pos.x >= min_coord.x and pos.x <= max_coord.x and pos.y >= min_coord.y and pos.y <= max_coord.y
return pos.x >= 8 and pos.x <= 10 and pos.y >= 8 and pos.y <= 10
func get_spawn_points(player_count: int) -> Array[Vector2i]:
"""Return spawn positions based on player count. Inside boundary walls."""
@@ -509,35 +504,35 @@ func _spawn_mission_tiles() -> void:
var goal_items = [7, 8, 9, 10]
var tiles_spawned: int = 0
for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS):
var pos = Vector2i(x, z)
for x in range(ARENA_COLUMNS):
for z in range(ARENA_ROWS):
var pos = Vector2i(x, z)
# Skip NPC pump zone (center 3x3)
if _is_npc_zone(pos):
continue
# Skip NPC pump zone (center 3x3)
if x >= 8 and x <= 10 and z >= 8 and z <= 10:
continue
# Check base floor — don't spawn on void (or walls if they were still obstacles)
var base_tile = gridmap.get_cell_item(Vector3i(x, 0, z))
if base_tile == -1:
continue
# Check base floor — don't spawn on void (or walls if they were still obstacles)
var base_tile = gridmap.get_cell_item(Vector3i(x, 0, z))
if base_tile == -1:
continue
# Ensure we don't spawn powerups on the perimeter walls even though they look like floors
if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
continue
# Ensure we don't spawn powerups on the perimeter walls even though they look like floors
if x == 0 or x == ARENA_COLUMNS - 1 or z == 0 or z == ARENA_ROWS - 1:
continue
# Skip if something already exists on Layer 1
var current_item = gridmap.get_cell_item(Vector3i(x, 1, z))
if current_item != -1:
continue
# Skip if something already exists on Layer 1
var current_item = gridmap.get_cell_item(Vector3i(x, 1, z))
if current_item != -1:
continue
# Spawn tiles with 60% density (40% chance to skip)
if randf() > 0.6:
continue
# Spawn tiles with 60% density (40% chance to skip)
if randf() > 0.6:
continue
var tile_type = goal_items[randi() % goal_items.size()]
gridmap.set_cell_item(Vector3i(x, 1, z), tile_type)
tiles_spawned += 1
var tile_type = goal_items[randi() % goal_items.size()]
gridmap.set_cell_item(Vector3i(x, 1, z), tile_type)
tiles_spawned += 1
# Sync to clients
var main = get_node("/root/Main")
@@ -858,6 +853,8 @@ func sync_growth_telegraph(cells: Array) -> void:
for cell in cells:
var pos = cell as Vector2i
if pos.x >= 8 and pos.x <= 10 and pos.y >= 8 and pos.y <= 10: continue
# Telegraph overlay tile on Layer 2 (still passable).
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_TELEGRAPH)
_spawn_telegraph_highlight(pos)
@@ -929,6 +926,8 @@ func sync_growth_apply(cells: Array) -> void:
if not gridmap: return
for cell in cells:
var pos = cell as Vector2i
if pos.x >= 8 and pos.x <= 10 and pos.y >= 8 and pos.y <= 10: continue
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_STICKY)
sticky_cells[pos] = true
@@ -1518,6 +1517,8 @@ func sync_bubble_spawn(center: Vector2i, cells: Array) -> void:
# Telegraph-style warning overlay on the footprint (still passable).
for c in cells:
var pos = c as Vector2i
if pos.x >= 8 and pos.x <= 10 and pos.y >= 8 and pos.y <= 10: continue
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_TELEGRAPH)
_spawn_bubble_visual(center)
if SfxManager:
@@ -1539,6 +1540,8 @@ func sync_bubble_explode(center: Vector2i, cells: Array) -> void:
return
for c in cells:
var pos = c as Vector2i
if pos.x >= 8 and pos.x <= 10 and pos.y >= 8 and pos.y <= 10: continue
gridmap.set_cell_item(Vector3i(pos.x, 2, pos.y), TILE_STICKY)
sticky_cells[pos] = true
# Medium shake — bubbles hit harder than a normal growth tick.
+60 -1
View File
@@ -36,6 +36,11 @@ signal gauntlet_round_duration_changed(duration: int)
signal gauntlet_growth_interval_changed(interval: float)
signal gauntlet_cells_per_tick_changed(cells: Dictionary)
# Mekton Bulls settings signals
signal mekton_bulls_round_duration_changed(duration: int)
signal mekton_bulls_phase_interval_changed(interval: int)
signal mekton_bulls_points_changed(min_pts: int, max_pts: int)
# Room data structure
var current_room: Dictionary = {}
var players_in_room: Array = [] # [{id, name, is_ready}]
@@ -88,13 +93,19 @@ var gauntlet_cells_per_tick: Dictionary = {
"phase3": [8, 10],
}
# Mekton Bulls settings
var mekton_bulls_round_duration: int = 120
var mekton_bulls_phase_interval: int = 30
var mekton_bulls_min_points: int = 100
var mekton_bulls_max_points: int = 1000
# Rematch tracking
var rematch_votes: Array = [] # [player_id, ...]
# Character and area selection
var available_characters: Array[String] = ["Copper", "Dabro", "Gatot", "Pip", "Random"]
var available_areas: Array[String] = []
var available_game_modes: Array[String] = ["Freemode", "Stop n Go", "Candy Pump Survival"]
var available_game_modes: Array[String] = ["Freemode", "Stop n Go", "Tekton Doors", "Candy Pump Survival", "Mekton Bulls"]
var selected_area: String = "Freemode Arena" # Host-controlled
var game_mode: String = "Freemode" # Host-controlled
var local_character_index: int = 0 # Local player's character index
@@ -149,8 +160,12 @@ func _update_available_areas(mode: String) -> void:
available_areas = ["Freemode Arena", "Classic", "Colloseum"]
"Stop n Go":
available_areas = ["Stop N Go Arena"]
"Tekton Doors":
available_areas = ["Tekton Doors Area"]
"Candy Pump Survival":
available_areas = ["Gauntlet Arena"]
"Mekton Bulls":
available_areas = ["Mekton Bulls Arena"]
_:
available_areas = ["Classic"]
@@ -584,6 +599,39 @@ func sync_gauntlet_cells_per_tick(cells: Dictionary) -> void:
gauntlet_cells_per_tick = cells
emit_signal("gauntlet_cells_per_tick_changed", cells)
# =============================================================================
# Mekton Bulls Settings
# =============================================================================
func set_mekton_bulls_round_duration(duration: int) -> void:
mekton_bulls_round_duration = duration
if is_host: rpc("sync_mekton_bulls_round_duration", duration)
@rpc("authority", "call_local", "reliable")
func sync_mekton_bulls_round_duration(duration: int) -> void:
mekton_bulls_round_duration = duration
emit_signal("mekton_bulls_round_duration_changed", duration)
func set_mekton_bulls_phase_interval(interval: int) -> void:
mekton_bulls_phase_interval = interval
if is_host: rpc("sync_mekton_bulls_phase_interval", interval)
@rpc("authority", "call_local", "reliable")
func sync_mekton_bulls_phase_interval(interval: int) -> void:
mekton_bulls_phase_interval = interval
emit_signal("mekton_bulls_phase_interval_changed", interval)
func set_mekton_bulls_points(min_pts: int, max_pts: int) -> void:
mekton_bulls_min_points = min_pts
mekton_bulls_max_points = max_pts
if is_host: rpc("sync_mekton_bulls_points", min_pts, max_pts)
@rpc("authority", "call_local", "reliable")
func sync_mekton_bulls_points(min_pts: int, max_pts: int) -> void:
mekton_bulls_min_points = min_pts
mekton_bulls_max_points = max_pts
emit_signal("mekton_bulls_points_changed", min_pts, max_pts)
# =============================================================================
# Character Selection
# =============================================================================
@@ -792,6 +840,10 @@ func start_game(force: bool = false) -> void:
rpc("sync_gauntlet_round_duration", gauntlet_round_duration)
rpc("sync_gauntlet_growth_interval", gauntlet_growth_interval)
rpc("sync_gauntlet_cells_per_tick", gauntlet_cells_per_tick)
# Sync mekton bulls
rpc("sync_mekton_bulls_round_duration", mekton_bulls_round_duration)
rpc("sync_mekton_bulls_phase_interval", mekton_bulls_phase_interval)
rpc("sync_mekton_bulls_points", mekton_bulls_min_points, mekton_bulls_max_points)
# Sync game mode
rpc("sync_game_mode", game_mode)
@@ -870,6 +922,9 @@ func request_room_info(requester_id: int, requester_name: String, requester_char
rpc_id(requester_id, "sync_gauntlet_round_duration", gauntlet_round_duration)
rpc_id(requester_id, "sync_gauntlet_growth_interval", gauntlet_growth_interval)
rpc_id(requester_id, "sync_gauntlet_cells_per_tick", gauntlet_cells_per_tick)
rpc_id(requester_id, "sync_mekton_bulls_round_duration", mekton_bulls_round_duration)
rpc_id(requester_id, "sync_mekton_bulls_phase_interval", mekton_bulls_phase_interval)
rpc_id(requester_id, "sync_mekton_bulls_points", mekton_bulls_min_points, mekton_bulls_max_points)
rpc_id(requester_id, "sync_game_mode", game_mode)
rpc_id(requester_id, "sync_area", selected_area)
@@ -1021,3 +1076,7 @@ func reset() -> void:
doors_swap_time = 15
doors_refresh_time = 25
doors_required_goals = 8
mekton_bulls_round_duration = 120
mekton_bulls_phase_interval = 30
mekton_bulls_min_points = 100
mekton_bulls_max_points = 1000
+593
View File
@@ -0,0 +1,593 @@
extends Node
class_name MektonBullsManager
class Blueprint3x3 extends RefCounted:
var anchor: Vector2i
var color: int
var cells: Array[Vector2i] = []
var progress: int = 0
signal phase_changed(phase_index: int)
signal player_eliminated(player_id: int)
# Nodes
var main_scene: Node
var gridmap: Node
# Phase State
var current_phase: int = 1
var arena_size: Vector2i = Vector2i(20, 20)
var round_duration: float = 120.0
var phase_interval: float = 30.0
var round_timer: float = 120.0
var phase_timer: float = 30.0
signal time_remaining_changed(remaining: float)
var bull_node: Node3D = null
const BULL_SCENE = preload("res://scenes/npcs/mekton_bull.tscn")
enum CellState {
SAFE,
WATER,
BLOCKED
}
var arena_cells: Dictionary = {}
var is_active: bool = false
var flood_cooldown: float = 0.0
var player_blueprints: Dictionary = {} # { player_id: Blueprint3x3 }
var player_powers: Dictionary = {} # { player_id: { "FREEZE": 0, "KNOCK": 0 } }
var player_cooldowns: Dictionary = {} # { player_id: float }
enum PowerType { FREEZE, KNOCK }
# Placement Tracking
var player_placement: Dictionary = {} # { pid: placement_rank } 1=first out
var elimination_order: Array = [] # List of pids
var candy_tick_timer: float = 0.0
const GOAL_COLORS = [7, 8, 9, 10]
const TILE_WALKABLE: int = 0
const TILE_WATER: int = 24 # Water tile
const TILE_OBSTACLE: int = 4 # Wall/obstacle
func initialize(main: Node, grid: Node) -> void:
main_scene = main
gridmap = grid
func start_game_mode() -> void:
print("[MektonBulls] Starting Mekton Bulls game mode...")
round_duration = float(LobbyManager.mekton_bulls_round_duration)
phase_interval = float(LobbyManager.mekton_bulls_phase_interval)
round_timer = round_duration
phase_timer = phase_interval
is_active = true
_setup_arena()
if multiplayer.has_multiplayer_peer() and multiplayer.is_server():
_spawn_bull()
_assign_initial_blueprints()
func _ready():
player_eliminated.connect(_on_player_eliminated)
func _setup_arena() -> void:
if not gridmap:
gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap:
gridmap = get_node_or_null("/root/Main/EnhancedGridMap")
if not gridmap:
push_error("[MektonBulls] No EnhancedGridMap found!")
return
print("[MektonBulls] Setting up Phase 1 Arena...")
if multiplayer.has_multiplayer_peer() and multiplayer.is_server():
rpc("sync_arena_setup")
_apply_arena_setup()
@rpc("authority", "call_remote", "reliable")
func sync_arena_setup() -> void:
_apply_arena_setup()
func _apply_arena_setup() -> void:
if not gridmap:
gridmap = get_parent().get_node_or_null("EnhancedGridMap")
if not gridmap: return
current_phase = 1
arena_size = arena_size_for_phase(current_phase)
gridmap.set("columns", 20)
gridmap.set("rows", 20)
gridmap.clear()
# Initial build 20x20
for x in range(20):
for z in range(20):
var pos = Vector2i(x, z)
if _is_boundary(pos):
# Perimeter
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
arena_cells[pos] = CellState.SAFE
else:
# Walkable floor
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WALKABLE)
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
arena_cells[pos] = CellState.SAFE
gridmap.set_cell_item(Vector3i(x, 2, z), -1)
gridmap.diagonal_movement = true
gridmap.update_grid_data()
gridmap.initialize_astar()
_reposition_npc()
_validate_blueprint_after_shrink()
func arena_size_for_phase(phase: int) -> Vector2i:
match phase:
1: return Vector2i(20, 20)
2: return Vector2i(19, 19)
3: return Vector2i(18, 18)
4: return Vector2i(17, 17)
_: return Vector2i(17, 17) # Final phase
func _is_boundary(pos: Vector2i) -> bool:
var bounds = arena_size_for_phase(current_phase)
# Grid shrinks symmetrically towards (0,0) by bounds.
return pos.x == 0 or pos.x == bounds.x - 1 or pos.y == 0 or pos.y == bounds.y - 1
func _shrink_arena() -> void:
if current_phase >= 4:
return
current_phase += 1
var new_bounds = arena_size_for_phase(current_phase)
var old_bounds = arena_size_for_phase(current_phase - 1)
print("[MektonBulls] Shrinking arena to Phase %d (%dx%d)" % [current_phase, new_bounds.x, new_bounds.y])
# Apply locally first
_apply_ring_shrink(old_bounds, new_bounds)
if multiplayer.has_multiplayer_peer() and multiplayer.is_server():
rpc("sync_shrink_arena", current_phase)
emit_signal("phase_changed", current_phase)
@rpc("authority", "call_remote", "reliable")
func sync_shrink_arena(new_phase: int) -> void:
var old_bounds = arena_size_for_phase(current_phase)
current_phase = new_phase
var new_bounds = arena_size_for_phase(current_phase)
_apply_ring_shrink(old_bounds, new_bounds)
emit_signal("phase_changed", current_phase)
func _apply_ring_shrink(old_bounds: Vector2i, new_bounds: Vector2i) -> void:
for x in range(20):
for z in range(20):
var pos = Vector2i(x, z)
if x >= new_bounds.x or z >= new_bounds.y:
# It is now outside the new bounds -> WATER
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WATER)
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
arena_cells[pos] = CellState.WATER
elif _is_boundary(pos):
# New boundary -> No wall, just the edge of SAFE
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
arena_cells[pos] = CellState.SAFE
gridmap.update_grid_data()
gridmap.initialize_astar()
_reposition_npc()
_validate_blueprint_after_shrink()
func _reposition_npc() -> void:
# Reposition Mekton Bull to the center of the current bounds
if not bull_node:
return
var bounds = arena_size_for_phase(current_phase)
# Center in world units
var cx = (bounds.x / 2.0) * gridmap.cell_size.x
var cz = (bounds.y / 2.0) * gridmap.cell_size.z
bull_node.position = Vector3(cx, 0, cz)
func get_spawn_points(player_count: int) -> Array[Vector2i]:
var spawns: Array[Vector2i] = []
var bounds = arena_size_for_phase(current_phase)
# 4 players: inner corners
spawns.append(Vector2i(1, 1))
if bounds.x > 2: spawns.append(Vector2i(bounds.x - 2, 1))
if bounds.y > 2: spawns.append(Vector2i(1, bounds.y - 2))
if bounds.x > 2 and bounds.y > 2: spawns.append(Vector2i(bounds.x - 2, bounds.y - 2))
if player_count > 4:
if bounds.x > 4: spawns.append(Vector2i(bounds.x / 2, 1))
if bounds.x > 4 and bounds.y > 2: spawns.append(Vector2i(bounds.x / 2, bounds.y - 2))
if player_count > 6:
if bounds.y > 4: spawns.append(Vector2i(1, bounds.y / 2))
if bounds.x > 2 and bounds.y > 4: spawns.append(Vector2i(bounds.x - 2, bounds.y / 2))
return spawns.slice(0, player_count)
func _spawn_bull() -> void:
if bull_node == null:
bull_node = BULL_SCENE.instantiate()
bull_node.name = "MektonBull"
# Use multiplayer spawner if appropriate, else just add child
main_scene.add_child(bull_node)
var bounds = arena_size_for_phase(current_phase)
var cx = (bounds.x / 2.0) * gridmap.cell_size.x
var cz = (bounds.y / 2.0) * gridmap.cell_size.z
var start_pos = Vector3(cx, 0, cz)
if bull_node.has_method("initialize"):
bull_node.initialize(self, gridmap, start_pos)
func _process(delta: float) -> void:
if not multiplayer.has_multiplayer_peer() or multiplayer.multiplayer_peer == null: return
if not is_active: return
if multiplayer.is_server():
round_timer -= delta
time_remaining_changed.emit(round_timer)
rpc("sync_time_remaining", round_timer)
if round_timer <= 0:
_on_round_time_expired()
phase_timer -= delta
if phase_timer <= 0:
phase_timer = phase_interval
_shrink_arena()
if flood_cooldown > 0:
flood_cooldown -= delta
if multiplayer.is_server():
if flood_cooldown <= 0 and bull_node:
var bull_pos_3d = gridmap.local_to_map(bull_node.position)
var bull_pos_2d = Vector2i(bull_pos_3d.x, bull_pos_3d.z)
if _is_boundary(bull_pos_2d):
_trigger_water_flood()
candy_tick_timer -= delta
if candy_tick_timer <= 0:
candy_tick_timer = 0.1
_process_candy_tick()
for pid in player_cooldowns.keys():
if player_cooldowns[pid] > 0:
player_cooldowns[pid] -= delta
@rpc("authority", "call_local", "reliable")
func sync_time_remaining(time: float) -> void:
round_timer = time
time_remaining_changed.emit(round_timer)
func _on_round_time_expired() -> void:
is_active = false
var players = get_tree().get_nodes_in_group("Players")
for p in players:
if p.is_in_group("Players"):
var pid = p.name.to_int()
if not elimination_order.has(pid):
elimination_order.append(pid)
player_placement[pid] = elimination_order.size()
_end_round()
func _trigger_water_flood() -> void:
flood_cooldown = 3.0
print("[MektonBulls] Bull is on boundary! Flooding outer ring!")
# Network sync
rpc("sync_water_flood")
_apply_water_flood()
@rpc("authority", "call_local", "reliable")
func sync_water_flood() -> void:
_apply_water_flood()
func _apply_water_flood() -> void:
# 1. Eliminate any player whose cell is currently _is_boundary
# (which is the outermost ring of the current arena_size)
var players = get_tree().get_nodes_in_group("Players")
var bounds = arena_size_for_phase(current_phase)
for p in players:
if p.is_in_group("Players") and p.has_method("is_eliminated") and not p.is_eliminated():
var p_cell_3d = gridmap.local_to_map(p.position)
var p_cell_2d = Vector2i(p_cell_3d.x, p_cell_3d.z)
if _is_boundary(p_cell_2d):
if multiplayer.is_server():
if p.has_method("eliminate"):
p.eliminate()
else:
player_eliminated.emit(p.name.to_int())
# 2. Play VFX / SFX (placeholder print if no actual scene yet)
if main_scene and main_scene.get("vfx_manager") and main_scene.vfx_manager.has_method("play_splash"):
var cx = (bounds.x / 2.0) * gridmap.cell_size.x
var cz = (bounds.y / 2.0) * gridmap.cell_size.z
main_scene.vfx_manager.play_splash(Vector3(cx, 0, cz))
if has_node("/root/SfxManager"):
get_node("/root/SfxManager").play_rpc("water_flood")
else:
print("[MektonBulls] WHOOSH! Water flood VFX played.")
# 3. Set those cells to TILE_WATER
for x in range(20):
for z in range(20):
var pos = Vector2i(x, z)
if _is_boundary(pos):
gridmap.set_cell_item(Vector3i(x, 0, z), TILE_WATER)
gridmap.set_cell_item(Vector3i(x, 1, z), -1)
arena_cells[pos] = CellState.WATER
gridmap.update_grid_data()
func _assign_initial_blueprints() -> void:
var players = get_tree().get_nodes_in_group("Players")
for p in players:
if p.is_in_group("Players"):
_reroll_blueprint(p.name.to_int())
func _reroll_blueprint(player_id: int) -> void:
var bp = Blueprint3x3.new()
bp.color = GOAL_COLORS[randi() % GOAL_COLORS.size()]
bp.anchor = _get_valid_3x3_anchor()
# Generate 3x3 cells
for dx in range(3):
for dz in range(3):
var cpos = Vector2i(bp.anchor.x + dx, bp.anchor.y + dz)
bp.cells.append(cpos)
# Paint it
gridmap.set_cell_item(Vector3i(cpos.x, 0, cpos.y), bp.color)
player_blueprints[player_id] = bp
gridmap.update_grid_data()
rpc("sync_painted_cells", bp.cells, bp.color)
@rpc("authority", "call_local", "reliable")
func sync_painted_cells(cells: Array, color: int) -> void:
for c in cells:
gridmap.set_cell_item(Vector3i(c.x, 0, c.y), color)
func _get_valid_3x3_anchor() -> Vector2i:
var bounds = arena_size_for_phase(current_phase)
# boundary is 0 and bounds-1
# inner is 1 to bounds-2
# 3x3 needs x to x+2 -> x+2 <= bounds-2 -> x <= bounds-4
var max_x = bounds.x - 4
var max_y = bounds.y - 4
if max_x < 1: max_x = 1
if max_y < 1: max_y = 1
return Vector2i(randi_range(1, max_x), randi_range(1, max_y))
func _process_candy_tick() -> void:
var players = get_tree().get_nodes_in_group("Players")
for p in players:
if not p.is_in_group("Players") or (p.has_method("is_eliminated") and p.is_eliminated()):
continue
var pid = p.name.to_int()
if not player_blueprints.has(pid):
continue
var bp: Blueprint3x3 = player_blueprints[pid]
var pos_3d = gridmap.local_to_map(p.position)
var pos = Vector2i(pos_3d.x, pos_3d.z)
if pos in bp.cells:
var item = gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
if item == bp.color:
# Pickup!
bp.progress += 1
# Remove color local
gridmap.set_cell_item(Vector3i(pos.x, 0, pos.y), TILE_WALKABLE)
rpc("sync_painted_cells", [pos], TILE_WALKABLE)
if bp.progress >= 9:
_grant_power(pid)
_reroll_blueprint(pid)
func _grant_power(player_id: int) -> void:
print("[MektonBulls] Blueprint complete! Prompting power picker for ", player_id)
# Safely call rpc_id
if multiplayer.has_multiplayer_peer() and multiplayer.get_peers().has(player_id) or player_id == multiplayer.get_unique_id():
rpc_id(player_id, "prompt_power_picker")
@rpc("authority", "call_remote", "reliable")
func prompt_power_picker() -> void:
if hud_node and hud_node.has_method("show_power_picker"):
hud_node.show_power_picker()
var hud_node: Node = null
@rpc("authority", "call_local", "reliable")
func sync_score_completed(placements: Dictionary) -> void:
if hud_node and hud_node.has_method("show_placement"):
hud_node.show_placement(placements)
@rpc("any_peer", "call_local", "reliable")
func try_pick_power(power_type_str: String) -> void:
var sender = multiplayer.get_remote_sender_id()
if not multiplayer.is_server(): return
if not player_powers.has(sender):
player_powers[sender] = { "FREEZE": 0, "KNOCK": 0 }
if power_type_str == "FREEZE" or power_type_str == "KNOCK":
player_powers[sender][power_type_str] += 1
rpc("sync_player_powers", sender, player_powers[sender])
@rpc("authority", "call_local", "reliable")
func sync_player_powers(pid: int, powers: Dictionary) -> void:
player_powers[pid] = powers
@rpc("any_peer", "call_local", "reliable")
func try_use_freeze() -> void:
var sender = multiplayer.get_remote_sender_id()
if not multiplayer.is_server(): return
if player_cooldowns.get(sender, 0.0) > 0: return
if not player_powers.has(sender) or player_powers[sender]["FREEZE"] <= 0: return
player_powers[sender]["FREEZE"] -= 1
player_cooldowns[sender] = 1.0
rpc("sync_player_powers", sender, player_powers[sender])
if bull_node and bull_node.has_method("apply_slow"):
bull_node.apply_slow(3.0)
if has_node("/root/SfxManager"):
get_node("/root/SfxManager").play_rpc("freeze_burst")
@rpc("any_peer", "call_local", "reliable")
func try_use_knock(target_id: int, dir: Vector3) -> void:
var sender = multiplayer.get_remote_sender_id()
if not multiplayer.is_server(): return
if player_cooldowns.get(sender, 0.0) > 0: return
if not player_powers.has(sender) or player_powers[sender]["KNOCK"] <= 0: return
player_powers[sender]["KNOCK"] -= 1
player_cooldowns[sender] = 1.0
rpc("sync_player_powers", sender, player_powers[sender])
rpc("sync_apply_knock", target_id, dir)
@rpc("authority", "call_local", "reliable")
func sync_apply_knock(target_id: int, dir: Vector3) -> void:
var players = get_tree().get_nodes_in_group("Players")
for p in players:
if p.name == str(target_id):
# Translate position 1 cell in dir
var move_dist = gridmap.cell_size.x
# Normalize to 4 directions
var dx = 0
var dz = 0
if abs(dir.x) > abs(dir.z):
dx = sign(dir.x)
else:
dz = sign(dir.z)
p.position += Vector3(dx * move_dist, 0, dz * move_dist)
# Play a smack sound if available
if has_node("/root/SfxManager"):
get_node("/root/SfxManager").play_rpc("knock_burst")
elif main_scene and main_scene.get("audio_manager") and main_scene.audio_manager.has_method("play_sfx"):
main_scene.audio_manager.play_sfx("smack")
func _validate_blueprint_after_shrink() -> void:
if not multiplayer.is_server(): return
var bounds = arena_size_for_phase(current_phase)
for pid in player_blueprints.keys():
var bp: Blueprint3x3 = player_blueprints[pid]
var outside = false
for c in bp.cells:
if c.x <= 0 or c.x >= bounds.x - 1 or c.y <= 0 or c.y >= bounds.y - 1:
outside = true
break
if outside:
# Clear old ones
rpc("sync_painted_cells", bp.cells, TILE_WALKABLE)
_reroll_blueprint(pid)
func _on_player_eliminated(player_id: int) -> void:
if not elimination_order.has(player_id):
elimination_order.append(player_id)
print("[MektonBulls] Player %d eliminated. Rank: %d" % [player_id, elimination_order.size()])
# Placement rank: 1 is first out
player_placement[player_id] = elimination_order.size()
if multiplayer.is_server():
# Check if only 1 player remains
var players = get_tree().get_nodes_in_group("Players")
var alive_count = 0
var last_alive: int = -1
for p in players:
if p.is_in_group("Players"):
var pid = p.name.to_int()
if not elimination_order.has(pid):
alive_count += 1
last_alive = pid
if alive_count <= 1:
if last_alive != -1 and not elimination_order.has(last_alive):
elimination_order.append(last_alive)
player_placement[last_alive] = elimination_order.size()
is_active = false
_end_round()
func _end_round() -> void:
if not multiplayer.is_server(): return
print("[MektonBulls] Round ended. Computing placement scores...")
var total_players = elimination_order.size()
if total_players == 0: return
var min_pts = LobbyManager.mekton_bulls_min_points
var max_pts = LobbyManager.mekton_bulls_max_points
var scores = {}
for i in range(total_players):
var pid = elimination_order[i]
var rank = i + 1 # 1 = first out
var pts = min_pts
if total_players > 1:
var t = float(rank - 1) / float(total_players - 1)
pts = int(lerp(float(min_pts), float(max_pts), t))
scores[pid] = pts
print("[MektonBulls] Player %d finished rank %d -> %d pts" % [pid, rank, pts])
# In the real game, we'd sync this to the scores manager
# main_scene.rpc("sync_score_updated", scores) - wait, is there a direct scoreboard in Mekton Bulls?
# Typically GoalsCycleManager tracks scores, or main.gd
if main_scene and main_scene.get("goals_cycle_manager"):
for pid in scores.keys():
main_scene.goals_cycle_manager.add_score(pid, scores[pid])
rpc("sync_score_completed", player_placement)
# End the goal cycle match if it hasn't already
if main_scene and main_scene.get("goals_cycle_manager") and main_scene.goals_cycle_manager.is_active:
main_scene.goals_cycle_manager.end_match()
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extends Area3D
enum State {
ROAM,
CHARGE,
COOLDOWN
}
var current_state: State = State.ROAM
var gridmap: Node
var arena_manager: Node
var move_speed: float = 3.0
var charge_speed: float = 12.0
var target_pos: Vector3
var state_timer: float = 0.0
var slow_timer: float = 0.0
func _ready():
add_to_group("MektonBulls")
body_entered.connect(_on_body_entered)
func initialize(manager: Node, grid: Node, start_pos: Vector3):
arena_manager = manager
gridmap = grid
position = start_pos
_pick_roam_target()
func apply_slow(duration: float) -> void:
slow_timer = duration
func _physics_process(delta: float):
if not multiplayer.is_server():
return
state_timer -= delta
if slow_timer > 0:
slow_timer -= delta
match current_state:
State.ROAM:
_process_roam(delta)
if state_timer <= 0:
_try_start_charge()
State.CHARGE:
_process_charge(delta)
State.COOLDOWN:
if state_timer <= 0:
current_state = State.ROAM
_pick_roam_target()
func _process_roam(delta: float):
var dist = position.distance_to(target_pos)
if dist < 0.1:
_pick_roam_target()
else:
var dir = (target_pos - position).normalized()
dir.y = 0
if dir.length_squared() > 0:
var actual_speed = move_speed
if slow_timer > 0: actual_speed *= 0.5
position += dir * actual_speed * delta
# Face direction implicitly
var look_target = position + dir
look_target.y = position.y
if position.distance_squared_to(look_target) > 0.01:
look_at(look_target, Vector3.UP)
func _pick_roam_target():
if not arena_manager: return
var bounds = arena_manager.arena_size_for_phase(arena_manager.current_phase)
# Random walkable position within bounds
# We know 0,0 is boundary, bounds.x-1 is boundary
var min_x = 1
var max_x = bounds.x - 2
var min_z = 1
var max_z = bounds.y - 2
if min_x > max_x: max_x = min_x
if min_z > max_z: max_z = min_z
# Avoid exact center (where the static delivery target presumably sits)
var cx = int(bounds.x / 2.0)
var cz = int(bounds.y / 2.0)
var rx = cx
var rz = cz
while rx == cx and rz == cz:
rx = randi_range(min_x, max_x)
rz = randi_range(min_z, max_z)
var world_x = rx * gridmap.cell_size.x + gridmap.cell_size.x / 2.0
var world_z = rz * gridmap.cell_size.z + gridmap.cell_size.z / 2.0
target_pos = Vector3(world_x, position.y, world_z)
state_timer = randf_range(2.0, 4.0)
func _try_start_charge():
# Find closest player
var players = get_tree().get_nodes_in_group("Players")
var closest_player = null
var min_dist = INF
for p in players:
if p.is_in_group("Players") and p.has_method("is_eliminated") and not p.is_eliminated():
var d = position.distance_to(p.position)
if d < min_dist and d < 15.0: # Range check
min_dist = d
closest_player = p
if closest_player:
current_state = State.CHARGE
target_pos = closest_player.position
target_pos.y = position.y
state_timer = 2.0 # Max charge duration
if has_node("/root/SfxManager"):
get_node("/root/SfxManager").play_rpc("bull_charge")
else:
_pick_roam_target()
func _process_charge(delta: float):
var dir = (target_pos - position).normalized()
dir.y = 0
var actual_speed = charge_speed
if slow_timer > 0: actual_speed *= 0.5
position += dir * actual_speed * delta
var look_target = position + dir
look_target.y = position.y
if position.distance_squared_to(look_target) > 0.01:
look_at(look_target, Vector3.UP)
var dist = position.distance_to(target_pos)
if dist < 0.5 or state_timer <= 0:
# Hit destination or timeout
current_state = State.COOLDOWN
state_timer = 1.5
func _on_body_entered(body: Node3D):
if body.is_in_group("Players") and multiplayer.is_server():
# Knock them out
if body.has_method("eliminate"):
body.eliminate()
else:
print("[MektonBull] Knocked out player", body.name)
# Dispatch via manager
if arena_manager and arena_manager.has_signal("player_eliminated"):
arena_manager.player_eliminated.emit(body.name.to_int())
# Polish: SFX + Camera Shake
rpc("sync_bull_impact")
@rpc("authority", "call_local", "unreliable")
func sync_bull_impact() -> void:
if has_node("/root/SfxManager"):
get_node("/root/SfxManager").play("bull_impact")
var root = get_tree().root
var main = root.get_node_or_null("Main")
if main and main.get("screen_shake_manager"):
main.screen_shake_manager.shake(0.2, 0.5)
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+57
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extends Control
@onready var bull_tracker = $BullTracker
@onready var power_picker = $PowerPicker
@onready var placement_panel = $PlacementPanel
@onready var placement_list = $PlacementPanel/VBoxContainer/List
@onready var counters_lbl = $PowerCounters/Label
var local_pid: int = -1
var arena_manager: Node
func _ready():
power_picker.hide()
placement_panel.hide()
func set_local_player(pid: int):
local_pid = pid
func initialize(manager: Node):
arena_manager = manager
func _process(delta: float):
# Hide tracker if bull is close/visible, else point to it
if not arena_manager: return
var local_powers = arena_manager.player_powers.get(local_pid, {"FREEZE": 0, "KNOCK": 0})
counters_lbl.text = "Freeze: %d | Knock: %d" % [local_powers.get("FREEZE", 0), local_powers.get("KNOCK", 0)]
func show_power_picker():
power_picker.show()
func _on_freeze_btn_pressed():
if arena_manager:
arena_manager.rpc_id(1, "try_pick_power", "FREEZE")
power_picker.hide()
func _on_knock_btn_pressed():
if arena_manager:
arena_manager.rpc_id(1, "try_pick_power", "KNOCK")
power_picker.hide()
func show_placement(scores: Dictionary):
placement_panel.show()
for child in placement_list.get_children():
child.queue_free()
var items = []
for pid in scores.keys():
items.append({"pid": pid, "rank": scores[pid]})
items.sort_custom(func(a, b): return a.rank < b.rank)
for item in items:
var lbl = Label.new()
lbl.text = "Player %s - Rank %s" % [str(item.pid), str(item.rank)]
placement_list.add_child(lbl)
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uid://h2uragoekxs1