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