@tool extends RefCounted const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd") ## Handles scene tree reading and node search. var _connection: McpConnection var _save_scene_callable: Callable = Callable() var _save_scene_as_callable: Callable = Callable() func _init(connection: McpConnection = null) -> void: _connection = connection func get_scene_tree(params: Dictionary) -> Dictionary: var max_depth: int = params.get("depth", 10) var scene_root := EditorInterface.get_edited_scene_root() if scene_root == null: return {"data": {"nodes": [], "message": "No scene open"}} var nodes: Array[Dictionary] = [] _walk_tree(scene_root, nodes, 0, max_depth, scene_root) return {"data": {"nodes": nodes, "total_count": nodes.size()}} func get_open_scenes(_params: Dictionary) -> Dictionary: var scene_paths := EditorInterface.get_open_scenes() var scene_root := EditorInterface.get_edited_scene_root() var current := scene_root.scene_file_path if scene_root else "" return { "data": { "scenes": scene_paths, "current_scene": current, "count": scene_paths.size(), } } func find_nodes(params: Dictionary) -> Dictionary: var name_filter: String = params.get("name", "") var type_filter: String = params.get("type", "") var group_filter: String = params.get("group", "") if name_filter.is_empty() and type_filter.is_empty() and group_filter.is_empty(): return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "At least one filter (name, type, group) is required") var _scene_check := McpNodeValidator.require_scene_or_error() if _scene_check.has("error"): return _scene_check var scene_root: Node = _scene_check.scene_root var results: Array[Dictionary] = [] _find_recursive(scene_root, scene_root, name_filter, type_filter, group_filter, results) return {"data": {"nodes": results, "count": results.size()}} func _find_recursive(node: Node, scene_root: Node, name_filter: String, type_filter: String, group_filter: String, out: Array[Dictionary]) -> void: var matches := true if not name_filter.is_empty(): if node.name.to_lower().find(name_filter.to_lower()) == -1: matches = false if matches and not type_filter.is_empty(): if node.get_class() != type_filter: matches = false if matches and not group_filter.is_empty(): if not node.is_in_group(group_filter): matches = false if matches: out.append({ "name": node.name, "type": node.get_class(), "path": McpScenePath.from_node(node, scene_root), }) for child in node.get_children(): _find_recursive(child, scene_root, name_filter, type_filter, group_filter, out) ## Create a new scene with the given root node type, save to disk, and open it. func create_scene(params: Dictionary) -> Dictionary: var root_type: String = params.get("root_type", "Node3D") var path: String = params.get("path", "") if path.is_empty(): return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path") var path_err = McpPathValidator.path_error(path, "path", true) if path_err != null: return path_err if not path.ends_with(".tscn") and not path.ends_with(".scn"): path += ".tscn" if not ClassDB.class_exists(root_type): return ErrorCodes.make(ErrorCodes.VALUE_OUT_OF_RANGE, "Unknown node type: %s" % root_type) if not ClassDB.is_parent_class(root_type, "Node"): return ErrorCodes.make(ErrorCodes.WRONG_TYPE, "%s is not a Node type" % root_type) # Ensure parent directory exists var dir_path := path.get_base_dir() if not DirAccess.dir_exists_absolute(dir_path): var err := DirAccess.make_dir_recursive_absolute(dir_path) if err != OK: return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to create directory: %s" % dir_path) var root: Node = ClassDB.instantiate(root_type) if root == null: return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s" % root_type) var root_name: String = params.get("root_name", "") if root_name.is_empty(): root_name = path.get_file().get_basename() root.name = root_name var packed := PackedScene.new() packed.pack(root) root.free() if _connection: _connection.pause_processing = true var err := ResourceSaver.save(packed, path) EditorInterface.open_scene_from_path(path) if _connection: _connection.pause_processing = false if err != OK: return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to save scene: %s" % error_string(err)) return { "data": { "path": path, "root_type": root_type, "root_name": root_name, "undoable": false, "reason": "Scene creation involves file system operations", } } ## Open an existing scene by file path. func open_scene(params: Dictionary) -> Dictionary: var path: String = params.get("path", "") if path.is_empty(): return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path") var path_err = McpPathValidator.loadable_error(path, "path") if path_err != null: return path_err if not ResourceLoader.exists(path): return ErrorCodes.make(ErrorCodes.RESOURCE_NOT_FOUND, "Scene not found: %s" % path) EditorInterface.open_scene_from_path(path) return { "data": { "path": path, "undoable": false, "reason": "Scene navigation cannot be undone via editor undo", } } ## Save the currently edited scene. ## Pauses WebSocket processing during save to prevent re-entrant _process() ## calls during EditorNode::_save_scene_with_preview's thumbnail render. func save_scene(_params: Dictionary) -> Dictionary: var _scene_check := McpNodeValidator.require_scene_or_error() if _scene_check.has("error"): return _scene_check var scene_root: Node = _scene_check.scene_root var path := scene_root.scene_file_path if path.is_empty(): return ErrorCodes.make( ErrorCodes.INVALID_PARAMS, "Current scene has never been saved; call scene_manage(op='save_as') with a res://... path ending in .tscn or .scn." ) if _connection: _connection.pause_processing = true var err := _save_current_scene() if _connection: _connection.pause_processing = false if err != OK: return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to save scene: %s" % error_string(err)) return { "data": { "path": path, "undoable": false, "reason": "File save cannot be undone via editor undo", } } ## Save the currently edited scene to a new file path. func save_scene_as(params: Dictionary) -> Dictionary: var path: String = params.get("path", "") if path.is_empty(): return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path") var path_err = McpPathValidator.path_error(path, "path", true) if path_err != null: return path_err if not path.ends_with(".tscn") and not path.ends_with(".scn"): path += ".tscn" var _scene_check := McpNodeValidator.require_scene_or_error() if _scene_check.has("error"): return _scene_check var scene_root: Node = _scene_check.scene_root # Ensure parent directory exists var dir_path := path.get_base_dir() if not DirAccess.dir_exists_absolute(dir_path): var err := DirAccess.make_dir_recursive_absolute(dir_path) if err != OK: return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to create directory: %s" % dir_path) if _connection: _connection.pause_processing = true _save_current_scene_as(path) if _connection: _connection.pause_processing = false return { "data": { "path": path, "undoable": false, "reason": "File save cannot be undone via editor undo", } } func _save_current_scene() -> int: if _save_scene_callable.is_valid(): return int(_save_scene_callable.call()) return EditorInterface.save_scene() func _save_current_scene_as(path: String) -> void: if _save_scene_as_callable.is_valid(): _save_scene_as_callable.call(path) return EditorInterface.save_scene_as(path) func _walk_tree(node: Node, out: Array[Dictionary], depth: int, max_depth: int, scene_root: Node) -> void: if depth > max_depth: return out.append({ "name": node.name, "type": node.get_class(), "path": McpScenePath.from_node(node, scene_root), "children_count": node.get_child_count(), }) for child in node.get_children(): _walk_tree(child, out, depth + 1, max_depth, scene_root)