Add in-game editor MVP: EditorCore + 2D tile/object editing

Implements the in-game editor's shared, data-native core and a
Control-based UI on top of it, per docs/architecture/editor.md §7.1/§7.2,
scoped to 2D per §8's own risk mitigation (the default world is flat,
CHUNK_SIZE_Z=1 -- no 3D gizmos here).

EditorCore (scripts/editor/):
- ChunkEditorModel wraps a ChunkDataDecoder.ChunkPayload directly (no
  parallel data model) and adds a TileLayerData.set_tile() mutator
  alongside the existing get_tile().
- EditorUndoRedoStack wraps Godot's built-in UndoRedo (game-usable, not
  the editor-only EditorUndoRedoManager) so every mutation is a real,
  revertible do/undo Callable pair over ChunkEditorModel's raw setters.
- SelectionManager tracks the selected object id as UI state, deliberately
  outside the undo/redo stack.
- ToolRegistry + 5 tools (BrushTool, ObjectPlaceTool, SelectTool,
  EraseTool, TransformTool -- the 5th covers move/rotate/scale, which the
  doc's tool list doesn't literally name but the task requires) is the
  single choke point every mutation goes through.
- EditorObjectCatalog (assets/editor/object_catalog.json) is a new,
  small "placeable object" catalog -- AvatarCatalog and SpawnCatalog were
  checked first and are both scoped to other concerns, so this mirrors
  their loading convention rather than reusing either.

InGameEditor UI (scripts/editor/ui/): EditorViewport (2D top-down tile
grid + object dots), EditorToolbar, PalettePanel, InspectorPanel, wired
together in InGameEditor. Built from Control nodes in code (matching
game.gd's existing dynamic-UI convention) rather than a hand-authored
.tscn.

Entry point: game.gd gates build mode behind a new toggle_build_mode
input action (F2), freezing the player and opening a fresh empty
ChunkEditorModel. Loading a *real* chunk from the backend for editing,
and saving edits back, are explicitly out of scope -- a sibling task
owns the batch-PUT/conflict-handling save path
(world_persistence_impl.md).

Verification: scripts/smoke_test_editor_core.gd decodes a real backend
fixture (backend/tests/fixtures/chunks/simple_tile_chunk.bin), drives
place/move/rotate/scale/delete/paint/erase entirely through
EditorCore.use_tool()/ToolRegistry (never touching ChunkEditorModel's
raw setters directly), undoes and redoes every step, and round-trips the
result through encode_binary()/decode_binary() to prove the edited model
stays a valid, byte-compatible ChunkPayload. 69/69 assertions pass. Full
existing Godot smoke suite (16 other scripts/smoke_test_*.gd, backend +
dedicated-server-dependent ones included) still passes with no
regressions.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
This commit is contained in:
2026-09-14 23:18:45 +00:00
parent 4c95ad79e6
commit 7c37a0dc2f
22 changed files with 1715 additions and 2 deletions
+40
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@@ -0,0 +1,40 @@
{
"objects": {
"crate_small": {
"asset_id": "props/crate_small.glb",
"type": "prop",
"display_name": "Small Crate",
"category": "props"
},
"rock_01": {
"asset_id": "props/rock_01.glb",
"type": "prop",
"display_name": "Rock",
"category": "nature"
},
"tree_pine_01": {
"asset_id": "props/tree_pine_01.glb",
"type": "prop",
"display_name": "Pine Tree",
"category": "nature"
},
"lamp_post_01": {
"asset_id": "props/lamp_post_01.glb",
"type": "prop",
"display_name": "Lamp Post",
"category": "props"
},
"chest_01": {
"asset_id": "props/chest.glb",
"type": "interactable",
"display_name": "Treasure Chest",
"category": "interactables"
},
"spawn_point": {
"asset_id": "",
"type": "spawn_point",
"display_name": "Spawn Point",
"category": "gameplay"
}
}
}
+5
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@@ -50,6 +50,11 @@ interact={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}
toggle_build_mode={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194333,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[physics]
+11
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@@ -100,6 +100,17 @@ class TileLayerData:
return tiles[idx]
return 0
## Editor mutator: writes `tile_id` at (x, y, z). Silently no-ops out of
## bounds, mirroring get_tile's "out of bounds is empty" contract rather
## than erroring -- callers that need bounds feedback should check first
## (see ChunkEditorModel.is_tile_in_bounds in scripts/editor/).
func set_tile(x: int, y: int, z: int, tile_id: int) -> void:
if x < 0 or x >= width or y < 0 or y >= height or z < 0 or z >= depth:
return
var idx := (z * height + y) * width + x
if idx < tiles.size():
tiles[idx] = tile_id
func get_tile_def(tile_id: int) -> TileDef:
for def in palette:
if def.id == tile_id:
+190
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@@ -0,0 +1,190 @@
class_name ChunkEditorModel
extends RefCounted
## In-memory chunk being edited (docs/architecture/editor.md §7.1's
## `ChunkEditorModel`).
##
## Wraps a `ChunkDataDecoder.ChunkPayload` directly rather than inventing a
## parallel data model -- that payload is already the exact structure that
## round-trips through `ChunkDataDecoder.encode_binary()` /
## `decode_binary()` (world.md §3.6, and the interop bugs fixed in that file
## are proof this contract is exercised for real). Editing this model and
## re-encoding it must always produce a valid, byte-compatible chunk, since
## the sibling save-path task depends on that being true.
##
## Every method here is a "raw" mutator: it changes the payload and returns
## whatever an undo needs to reverse the change, but it does **not** know
## about undo/redo itself. `scripts/editor/editor_core.gd`'s tools
## (scripts/editor/tools/*.gd) are the only things that call these -- they
## wrap each call in an `EditorUndoRedoStack` action. Nothing here should be
## called directly by UI code; that would bypass undo/redo silently.
var payload: ChunkDataDecoder.ChunkPayload
## Monotonic counter seeded from the highest existing "obj_NNNN"-style
## numeric suffix already in the chunk, so freshly generated ids never
## collide with ids that arrived from a decoded chunk.
var _next_object_seq: int = 0
func _init(p_payload: ChunkDataDecoder.ChunkPayload = null) -> void:
payload = p_payload if p_payload != null else ChunkDataDecoder.ChunkPayload.new()
_seed_object_sequence()
func _seed_object_sequence() -> void:
for obj in payload.objects:
var n := _numeric_suffix(obj.id)
if n >= _next_object_seq:
_next_object_seq = n + 1
static func _numeric_suffix(id: String) -> int:
var digits := ""
for i in range(id.length() - 1, -1, -1):
var c: String = id[i]
if c.is_valid_int():
digits = c + digits
else:
break
return int(digits) if digits != "" else -1
## Build a fresh, empty single-layer chunk model -- convenient for tests and
## for a "new chunk" starting point in the in-game editor before a real
## chunk has been loaded from the backend (loading real chunks over HTTP is
## HttpChunkSource's job; this just gives the editor something valid to
## operate on).
static func create_empty(width: int = 32, height: int = 32, world_id: String = "",
room_id: String = "main", coord: Vector3i = Vector3i.ZERO) -> ChunkEditorModel:
var layer := ChunkDataDecoder.TileLayerData.new()
layer.name = "ground"
layer.layer_id = 0
layer.width = width
layer.height = height
layer.depth = 1
layer.palette = [
TileDef.new(0, "", false, 0, 1),
TileDef.new(1, "tiles/default", true, 0, 1),
]
var tiles := PackedInt32Array()
tiles.resize(width * height)
layer.tiles = tiles
var payload := ChunkDataDecoder.ChunkPayload.new()
payload.world_id = world_id
payload.room_id = room_id
payload.coord = coord
payload.bounds = AABB(Vector3(coord.x * width, coord.y * height, coord.z), Vector3(width, height, 1))
payload.tile_layers = [layer]
payload.revision = 0
payload.created_at = Time.get_unix_time_from_system()
payload.updated_at = payload.created_at
return ChunkEditorModel.new(payload)
static func from_binary(data: PackedByteArray) -> ChunkEditorModel:
var decoded := ChunkDataDecoder.decode_binary(data)
if decoded == null:
return null
return ChunkEditorModel.new(decoded)
func encode_binary() -> PackedByteArray:
return ChunkDataDecoder.encode_binary(payload)
# ───────────────────────── tiles ─────────────────────────
func get_layer(layer_idx: int) -> ChunkDataDecoder.TileLayerData:
if layer_idx < 0 or layer_idx >= payload.tile_layers.size():
return null
return payload.tile_layers[layer_idx]
func is_tile_in_bounds(layer_idx: int, x: int, y: int, z: int = 0) -> bool:
var layer := get_layer(layer_idx)
if layer == null:
return false
return x >= 0 and x < layer.width and y >= 0 and y < layer.height and z >= 0 and z < layer.depth
func get_tile_raw(layer_idx: int, x: int, y: int, z: int = 0) -> int:
var layer := get_layer(layer_idx)
if layer == null:
return 0
return layer.get_tile(x, y, z)
## Raw setter -- undo-unaware. Only ever called (in both directions) by
## BrushTool/EraseTool via EditorUndoRedoStack.
func set_tile_raw(layer_idx: int, x: int, y: int, z: int, tile_id: int) -> void:
var layer := get_layer(layer_idx)
if layer == null:
return
layer.set_tile(x, y, z, tile_id)
# ───────────────────────── objects ─────────────────────────
func find_object(object_id: String) -> ChunkDataDecoder.WorldObjectData:
for obj in payload.objects:
if obj.id == object_id:
return obj
return null
func get_object_index(object_id: String) -> int:
for i in range(payload.objects.size()):
if payload.objects[i].id == object_id:
return i
return -1
func generate_object_id() -> String:
var id := "obj_%04d" % _next_object_seq
_next_object_seq += 1
return id
## Raw mutators -- undo-unaware. Only ever called (in both directions) by
## ObjectPlaceTool/EraseTool/TransformTool via EditorUndoRedoStack.
func add_object_raw(obj: ChunkDataDecoder.WorldObjectData) -> void:
payload.objects.append(obj)
func insert_object_raw(obj: ChunkDataDecoder.WorldObjectData, index: int) -> void:
var clamped: int = clampi(index, 0, payload.objects.size())
payload.objects.insert(clamped, obj)
func remove_object_raw(object_id: String) -> ChunkDataDecoder.WorldObjectData:
var idx := get_object_index(object_id)
if idx == -1:
return null
var obj := payload.objects[idx]
payload.objects.remove_at(idx)
return obj
func set_object_position_raw(object_id: String, position: Vector3) -> void:
var obj := find_object(object_id)
if obj != null:
obj.position = position
func set_object_rotation_raw(object_id: String, rotation: Vector4) -> void:
var obj := find_object(object_id)
if obj != null:
obj.rotation = rotation
func set_object_scale_raw(object_id: String, scale: Vector3) -> void:
var obj := find_object(object_id)
if obj != null:
obj.scale = scale
func set_object_property_raw(object_id: String, key: String, value: Variant) -> void:
var obj := find_object(object_id)
if obj != null:
obj.properties[key] = value
+114
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class_name EditorCore
extends RefCounted
## Shared, data-native editor core (docs/architecture/editor.md §7.1).
##
## Both the in-game editor UI (`scripts/editor/ui/in_game_editor.gd`) and,
## per the doc's §6.2/§7.3, any future thin dev-plugin surface are meant to
## sit on top of this single object. It never touches `Control` nodes,
## HTTP, or the live scene tree -- it only knows about the chunk model,
## undo/redo, selection, and tools. It owns:
##
## - `model` (ChunkEditorModel) the chunk being edited
## - `undo_redo` (EditorUndoRedoStack) command-pattern history
## - `selection` (SelectionManager) selected object id
## - `tools` (ToolRegistry) brush / object_place / select /
## erase / transform
## - `catalog` (EditorObjectCatalog, optional) palette source consumed
## by `object_place`
##
## Every mutating public method here (`paint_tile`, `erase_tile`,
## `place_object`, `delete_object`, `move_object`, `rotate_object`,
## `scale_object`, `select_object`) is a thin wrapper around `use_tool()` --
## it goes through `ToolRegistry`, never straight at `ChunkEditorModel`.
## This is the seam this task's verification bar cares about: UI code and
## tests mutate the chunk exactly the same way, so a test that calls
## `core.move_object(...)` is exercising the same code path a player's
## drag-in-the-viewport would.
##
## Persisting the edited chunk to the backend is explicitly **out of
## scope** here (a sibling task owns the batch-PUT/conflict-handling save
## path per world_persistence_impl.md) -- `model.encode_binary()` is as far
## as this class goes.
var model: ChunkEditorModel
var undo_redo: EditorUndoRedoStack
var selection: SelectionManager
var tools: ToolRegistry
var catalog: EditorObjectCatalog = null
func _init(p_model: ChunkEditorModel, p_catalog: EditorObjectCatalog = null) -> void:
model = p_model
catalog = p_catalog
undo_redo = EditorUndoRedoStack.new()
selection = SelectionManager.new()
tools = ToolRegistry.new()
tools.register_tool(BrushTool.new())
tools.register_tool(ObjectPlaceTool.new())
tools.register_tool(SelectTool.new())
tools.register_tool(EraseTool.new())
tools.register_tool(TransformTool.new())
tools.set_active_tool("select")
## Route an action through the named tool. This is the single choke point
## every mutation (and every convenience wrapper below) goes through.
func use_tool(tool_id: String, args: Dictionary) -> Variant:
var tool: EditorTool = tools.get_tool(tool_id)
if tool == null:
push_error("EditorCore: unknown tool '%s'" % tool_id)
return null
return tool.apply(self, args)
# ───────── convenience wrappers (all route through use_tool/ToolRegistry) ─────────
func paint_tile(layer_idx: int, x: int, y: int, tile_id: int, z: int = 0) -> bool:
return bool(use_tool("brush", {"layer": layer_idx, "x": x, "y": y, "z": z, "tile_id": tile_id}))
func erase_tile(layer_idx: int, x: int, y: int, z: int = 0) -> bool:
return bool(use_tool("erase", {"layer": layer_idx, "x": x, "y": y, "z": z}))
func place_object(catalog_id: String, position: Vector3,
rotation: Vector4 = Vector4(0, 0, 0, 1), scale: Vector3 = Vector3.ONE) -> String:
var result: Variant = use_tool("object_place", {
"catalog_id": catalog_id,
"position": position,
"rotation": rotation,
"scale": scale,
})
return result if result is String else ""
func delete_object(object_id: String) -> bool:
return bool(use_tool("erase", {"object_id": object_id}))
func move_object(object_id: String, position: Vector3) -> bool:
return bool(use_tool("transform", {"object_id": object_id, "op": "move", "value": position}))
func rotate_object(object_id: String, rotation: Vector4) -> bool:
return bool(use_tool("transform", {"object_id": object_id, "op": "rotate", "value": rotation}))
func scale_object(object_id: String, scale: Vector3) -> bool:
return bool(use_tool("transform", {"object_id": object_id, "op": "scale", "value": scale}))
func select_object(object_id: String) -> bool:
return bool(use_tool("select", {"object_id": object_id}))
func clear_selection() -> void:
use_tool("select", {})
func undo() -> bool:
return undo_redo.undo()
func redo() -> bool:
return undo_redo.redo()
+73
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class_name EditorUndoRedoStack
extends RefCounted
## Command pattern over ChunkEditorModel mutations
## (docs/architecture/editor.md §7.1 `UndoRedoStack`).
##
## Thin wrapper around Godot's built-in `UndoRedo` -- the general-purpose
## class meant for use in game code (unlike the editor-only
## `EditorUndoRedoManager`, which only exists inside `EditorPlugin`s and
## isn't available at runtime). Every EditorCore tool (scripts/editor/tools/
## *.gd) opens exactly one action per user operation and adds a do/undo
## Callable pair that calls the *same* ChunkEditorModel raw setter in both
## directions (e.g. `set_tile_raw` with the new id, then again with the old
## one) -- so undo genuinely reverts the mutation instead of re-deriving it.
##
## `UndoRedo` extends `Object`, not `RefCounted`, so it is not automatically
## freed; `_notification(NOTIFICATION_PREDELETE)` frees it when this wrapper
## (a RefCounted) goes out of scope.
var _ur := UndoRedo.new()
func _notification(what: int) -> void:
if what == NOTIFICATION_PREDELETE and _ur != null:
_ur.free()
_ur = null
## Begin a new undoable action. Must be paired with `commit()`.
func begin(action_name: String) -> void:
_ur.create_action(action_name)
## Register the forward step of the current action. Called immediately by
## `commit()`, and again on every future `redo()`.
func add_do(callable: Callable) -> void:
_ur.add_do_method(callable)
## Register the reverse step of the current action. Called on every
## `undo()`.
func add_undo(callable: Callable) -> void:
_ur.add_undo_method(callable)
## Close the current action and execute its do-step once.
func commit() -> void:
_ur.commit_action()
## Close the current action without executing anything (used when a tool
## decides mid-way that there is nothing worth recording).
func cancel() -> void:
_ur.commit_action(false)
func undo() -> bool:
return _ur.undo()
func redo() -> bool:
return _ur.redo()
func can_undo() -> bool:
return _ur.has_undo()
func can_redo() -> bool:
return _ur.has_redo()
func clear_history() -> void:
_ur.clear_history()
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class_name EditorObjectCatalog
extends RefCounted
## Catalog of placeable world objects for the in-game editor's
## `PalettePanel` (docs/architecture/editor.md §7.2).
##
## Mirrors the loading convention already used twice in this codebase --
## `scripts/avatar/avatar_catalog.gd` (AvatarCatalog) and
## `scripts/scripting/spawn_catalog.gd` (SpawnCatalog): a data-driven JSON
## manifest, loaded once, looked up by id. Checked both before adding this:
## `AvatarCatalog` is avatar-attachment-specific (base_body/slot/mount_bone)
## and `SpawnCatalog` is scoped to `ScriptBehavior`'s `spawn_from_catalog`
## verb specifically (its own doc comment says as much) -- neither is a
## general "placeable world object" catalog, so this is a new, small one
## rather than a reuse of either.
## Catalog manifest structure:
## { "objects": { "id": { "type", "asset_id", "display_name", ... } } }
var _catalog: Dictionary = {}
var _loaded: bool = false
var _catalog_path: String = "res://assets/editor/object_catalog.json"
func load_catalog(path: String = _catalog_path) -> Error:
_catalog_path = path
_catalog = {}
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
return FileAccess.get_open_error()
var json_text: String = file.get_as_text()
file.close()
var result: Variant = JSON.parse_string(json_text)
if result == null or not (result is Dictionary) or not (result as Dictionary).has("objects"):
return ERR_INVALID_DATA
_catalog = (result as Dictionary)["objects"]
_loaded = true
return OK
func is_loaded() -> bool:
return _loaded
## Resolve a catalog id to its template Dictionary ({} if unknown/unloaded).
func resolve(id: String) -> Dictionary:
if not _loaded:
return {}
return _catalog.get(id, {})
func has_object(id: String) -> bool:
return _loaded and _catalog.has(id)
func get_all_ids() -> Array[String]:
if not _loaded:
return []
var ids: Array[String] = []
for id in _catalog.keys():
ids.append(id)
return ids
func get_catalog_path() -> String:
return _catalog_path
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class_name SelectionManager
extends RefCounted
## Tracks the currently-selected object in the in-game editor
## (docs/architecture/editor.md §7.1 `SelectionManager`).
##
## Selection is UI/session state, not chunk data: it is never pushed onto
## `EditorUndoRedoStack` and never encoded into the `ChunkPayload`. Scoped
## to a single selected object id, matching the 2D-tile-editor scope
## (docs/architecture/editor.md §8) -- multi-select is future work.
signal selection_changed(object_id: String)
var _selected_id: String = ""
func select(object_id: String) -> void:
if _selected_id == object_id:
return
_selected_id = object_id
selection_changed.emit(_selected_id)
func clear() -> void:
select("")
func get_selected() -> String:
return _selected_id
func has_selection() -> bool:
return _selected_id != ""
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class_name ToolRegistry
extends RefCounted
## Registry of `EditorTool` instances, keyed by id
## (docs/architecture/editor.md §7.1: "brush / object-place / select /
## erase, etc."). `EditorCore.use_tool()` is the single choke point every
## chunk mutation goes through -- UI code and tests both call tools by id
## through here rather than reaching into `ChunkEditorModel` directly.
var _tools: Dictionary = {}
var _active_id: String = ""
func register_tool(tool: EditorTool) -> void:
_tools[tool.tool_id] = tool
func get_tool(tool_id: String) -> EditorTool:
return _tools.get(tool_id, null)
func has_tool(tool_id: String) -> bool:
return _tools.has(tool_id)
func get_tool_ids() -> Array:
return _tools.keys()
func set_active_tool(tool_id: String) -> bool:
if not _tools.has(tool_id):
return false
_active_id = tool_id
return true
func get_active_tool_id() -> String:
return _active_id
func get_active_tool() -> EditorTool:
return _tools.get(_active_id, null)
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class_name BrushTool
extends EditorTool
## Paints a single tile id into a tile layer at (x, y[, z]).
##
## `args`: `layer` (int, default 0), `x` (int), `y` (int), `z` (int,
## default 0), `tile_id` (int).
func _init() -> void:
tool_id = "brush"
func apply(core: EditorCore, args: Dictionary) -> Variant:
var layer_idx: int = args.get("layer", 0)
var x: int = args.get("x", 0)
var y: int = args.get("y", 0)
var z: int = args.get("z", 0)
var tile_id: int = args.get("tile_id", 0)
if not core.model.is_tile_in_bounds(layer_idx, x, y, z):
return false
var old_tile_id: int = core.model.get_tile_raw(layer_idx, x, y, z)
if old_tile_id == tile_id:
return false # no-op -- nothing to undo
core.undo_redo.begin("Paint tile (%d,%d,%d) -> %d" % [x, y, z, tile_id])
core.undo_redo.add_do(core.model.set_tile_raw.bind(layer_idx, x, y, z, tile_id))
core.undo_redo.add_undo(core.model.set_tile_raw.bind(layer_idx, x, y, z, old_tile_id))
core.undo_redo.commit()
return true
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class_name EditorTool
extends RefCounted
## Base class for EditorCore tools (docs/architecture/editor.md §7.1
## `ToolRegistry`: brush / object-place / select / erase / transform).
##
## A tool never mutates `ChunkEditorModel` "bare" -- every chunk-data
## mutation goes through `EditorCore.undo_redo` so it is always revertible.
## (Selection is the one exception: it is UI state, not chunk data, and
## `SelectTool` intentionally does not touch undo/redo -- see its comment.)
var tool_id: String = ""
## Apply this tool's action against `core` with `args`. Returns a
## tool-specific result on success (often `true`/a new object id), or a
## falsy value (`false`/`""`/`null`) if nothing changed -- callers should
## treat falsy as "no-op, nothing to undo".
func apply(_core: EditorCore, _args: Dictionary) -> Variant:
push_error("EditorTool.apply() not implemented for tool '%s'" % tool_id)
return null
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class_name EraseTool
extends EditorTool
## Deletes an object, or clears a tile back to id 0 (the reserved empty/air
## id -- world.md §3.2 / TileDef doc comment).
##
## `args`: either `{"object_id": ...}` to delete an object, or
## `{"layer", "x", "y", "z"}` to clear a tile (delegates to BrushTool with
## `tile_id = 0` so both paths share one undo/redo implementation).
func _init() -> void:
tool_id = "erase"
func apply(core: EditorCore, args: Dictionary) -> Variant:
if args.has("object_id"):
return _erase_object(core, args["object_id"])
return _erase_tile(core, args)
func _erase_object(core: EditorCore, object_id: String) -> bool:
var idx: int = core.model.get_object_index(object_id)
if idx == -1:
return false
var obj: ChunkDataDecoder.WorldObjectData = core.model.payload.objects[idx]
core.undo_redo.begin("Delete '%s'" % object_id)
core.undo_redo.add_do(core.model.remove_object_raw.bind(object_id))
core.undo_redo.add_undo(core.model.insert_object_raw.bind(obj, idx))
core.undo_redo.commit()
if core.selection.get_selected() == object_id:
core.selection.clear()
return true
func _erase_tile(core: EditorCore, args: Dictionary) -> bool:
var brush: EditorTool = core.tools.get_tool("brush")
var tile_args: Dictionary = args.duplicate()
tile_args["tile_id"] = 0
return bool(brush.apply(core, tile_args))
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class_name ObjectPlaceTool
extends EditorTool
## Places a new catalog object into the chunk at a given transform.
##
## `args`: `catalog_id` (String, required), `position` (Vector3), `rotation`
## (Vector4 quaternion, optional, default identity), `scale` (Vector3,
## optional, default ONE), `properties` (Dictionary, optional, merged in).
##
## Returns the new object's id (String) on success, or "" on failure
## (unknown catalog_id).
func _init() -> void:
tool_id = "object_place"
func apply(core: EditorCore, args: Dictionary) -> Variant:
var catalog_id: String = args.get("catalog_id", "")
if catalog_id == "":
push_error("ObjectPlaceTool: missing catalog_id")
return ""
var entry: Dictionary = {}
if core.catalog != null:
entry = core.catalog.resolve(catalog_id)
if entry.is_empty():
push_error("ObjectPlaceTool: unknown catalog_id '%s'" % catalog_id)
return ""
var obj := ChunkDataDecoder.WorldObjectData.new()
obj.id = core.model.generate_object_id()
obj.type = entry.get("type", "prop")
obj.asset_id = entry.get("asset_id", catalog_id)
obj.position = args.get("position", Vector3.ZERO)
obj.rotation = args.get("rotation", Vector4(0, 0, 0, 1))
obj.scale = args.get("scale", Vector3.ONE)
var props: Dictionary = (args.get("properties", {}) as Dictionary).duplicate()
if entry.has("display_name"):
props["display_name"] = entry["display_name"]
props["catalog_id"] = catalog_id
obj.properties = props
core.undo_redo.begin("Place '%s' (%s)" % [obj.id, catalog_id])
core.undo_redo.add_do(core.model.add_object_raw.bind(obj))
core.undo_redo.add_undo(core.model.remove_object_raw.bind(obj.id))
core.undo_redo.commit()
core.selection.select(obj.id)
return obj.id
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class_name SelectTool
extends EditorTool
## Selects (or clears) the active object in `EditorCore.selection`.
##
## `args`: `object_id` (String) -- omitted or "" clears the selection.
##
## Selection is UI/session state, not chunk data (docs/architecture/editor.md
## §7.1 lists `SelectionManager` as a sibling of `UndoRedoStack`, not a
## client of it), so this intentionally never touches `core.undo_redo`.
func _init() -> void:
tool_id = "select"
func apply(core: EditorCore, args: Dictionary) -> Variant:
var object_id: String = args.get("object_id", "")
if object_id == "":
core.selection.clear()
return true
if core.model.find_object(object_id) == null:
return false
core.selection.select(object_id)
return true
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class_name TransformTool
extends EditorTool
## Moves, rotates, or scales an existing object.
##
## Not one of the four tools literally named in docs/architecture/editor.md
## §7.1's `ToolRegistry` list ("brush / object-place / select / erase,
## etc.") but required by this task's brief ("place / move / rotate / scale
## / delete") -- the doc's own "etc." leaves room, so this is a fifth
## registered tool rather than overloading `ObjectPlaceTool` (placing a new
## object and re-transforming an existing one are different undo units)
## or `SelectTool` (selection is deliberately not chunk-mutating).
##
## `args`: `object_id` (String), `op` ("move" | "rotate" | "scale"), `value`
## (Vector3 for move/scale, Vector4 quaternion for rotate).
func _init() -> void:
tool_id = "transform"
func apply(core: EditorCore, args: Dictionary) -> Variant:
var object_id: String = args.get("object_id", "")
var op: String = args.get("op", "")
var obj := core.model.find_object(object_id)
if obj == null:
return false
match op:
"move":
return _apply_vector3(core, object_id, args.get("value", obj.position),
obj.position, "Move", core.model.set_object_position_raw)
"rotate":
return _apply_vector4(core, object_id, args.get("value", obj.rotation),
obj.rotation, "Rotate", core.model.set_object_rotation_raw)
"scale":
return _apply_vector3(core, object_id, args.get("value", obj.scale),
obj.scale, "Scale", core.model.set_object_scale_raw)
_:
push_error("TransformTool: unknown op '%s'" % op)
return false
func _apply_vector3(core: EditorCore, object_id: String, new_value: Vector3,
old_value: Vector3, label: String, setter: Callable) -> bool:
if new_value.is_equal_approx(old_value):
return false
core.undo_redo.begin("%s '%s'" % [label, object_id])
core.undo_redo.add_do(setter.bind(object_id, new_value))
core.undo_redo.add_undo(setter.bind(object_id, old_value))
core.undo_redo.commit()
return true
func _apply_vector4(core: EditorCore, object_id: String, new_value: Vector4,
old_value: Vector4, label: String, setter: Callable) -> bool:
if new_value.is_equal_approx(old_value):
return false
core.undo_redo.begin("%s '%s'" % [label, object_id])
core.undo_redo.add_do(setter.bind(object_id, new_value))
core.undo_redo.add_undo(setter.bind(object_id, old_value))
core.undo_redo.commit()
return true
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class_name EditorToolbar
extends HBoxContainer
## Tool-mode switcher for the in-game editor (docs/architecture/editor.md
## §7.2 `Toolbar`). Pure UI: it only emits signals: `InGameEditor` decides
## what to do with them (calling into `EditorCore`/`ToolRegistry`).
signal tool_selected(tool_id: String)
signal undo_pressed
signal redo_pressed
const TOOL_LABELS := {
"select": "Select",
"brush": "Brush",
"object_place": "Place",
"erase": "Erase",
}
var _tool_buttons: Dictionary = {}
var _undo_button: Button
var _redo_button: Button
func _init() -> void:
name = "EditorToolbar"
func _ready() -> void:
for tool_id in TOOL_LABELS:
var btn := Button.new()
btn.text = TOOL_LABELS[tool_id]
btn.toggle_mode = true
btn.pressed.connect(_on_tool_button_pressed.bind(tool_id))
add_child(btn)
_tool_buttons[tool_id] = btn
add_child(VSeparator.new())
_undo_button = Button.new()
_undo_button.text = "Undo"
_undo_button.pressed.connect(func(): undo_pressed.emit())
add_child(_undo_button)
_redo_button = Button.new()
_redo_button.text = "Redo"
_redo_button.pressed.connect(func(): redo_pressed.emit())
add_child(_redo_button)
func _on_tool_button_pressed(tool_id: String) -> void:
set_active_tool(tool_id)
tool_selected.emit(tool_id)
## Reflect the active tool in the button states without re-emitting the signal.
func set_active_tool(tool_id: String) -> void:
for id in _tool_buttons:
_tool_buttons[id].button_pressed = (id == tool_id)
## Reflect whether undo/redo currently have anything to do.
func set_history_state(can_undo: bool, can_redo: bool) -> void:
if _undo_button:
_undo_button.disabled = not can_undo
if _redo_button:
_redo_button.disabled = not can_redo
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class_name EditorViewport
extends Control
## Custom 2D viewport for the in-game editor (docs/architecture/editor.md
## §7.2 `EditorViewport`).
##
## Deliberately 2D top-down, not a 3D gizmo viewport -- per §8's own risk
## mitigation ("start with a 2D tile editor... matches CHUNK_SIZE_Z=1
## default; add 3D later"). Renders one tile layer as a grid plus the
## chunk's objects as dots, and turns clicks into calls on `EditorCore`
## routed through whichever tool is active in `ToolRegistry` -- this is UI
## glue, it never mutates `ChunkEditorModel` itself.
##
## Coordinate convention matches the rest of this codebase's tile system
## (scripts/tile_layer_node.gd `_tile_to_world`): chunk-local X/Y are the
## flat ground plane, Z is height (CHUNK_SIZE_Z=1 by default -- see
## scripts/chunk.gd). One grid cell == one world unit == `cell_size` pixels.
signal edit_applied
var core: EditorCore = null
var layer_idx: int = 0
var cell_size: float = 24.0
## Catalog id the next "object_place" click will place. Set by
## `InGameEditor` from `PalettePanel.object_selected`.
var pending_catalog_id: String = ""
## Tile id the next "brush" click paints. Cycled with number keys 0-9.
var current_tile_id: int = 1
const TILE_EMPTY_COLOR := Color(0.15, 0.15, 0.17)
const TILE_SOLID_COLOR := Color(0.35, 0.55, 0.35)
const GRID_COLOR := Color(0, 0, 0, 0.25)
const OBJECT_COLOR := Color(0.9, 0.6, 0.2)
const OBJECT_SELECTED_COLOR := Color(1.0, 0.95, 0.2)
func _init() -> void:
name = "EditorViewport"
mouse_filter = Control.MOUSE_FILTER_STOP
focus_mode = Control.FOCUS_ALL
func setup(p_core: EditorCore, p_layer_idx: int = 0) -> void:
core = p_core
layer_idx = p_layer_idx
core.selection.selection_changed.connect(func(_id): queue_redraw())
_resize_to_layer()
queue_redraw()
func _resize_to_layer() -> void:
var layer := core.model.get_layer(layer_idx)
if layer == null:
custom_minimum_size = Vector2(cell_size * 8, cell_size * 8)
return
custom_minimum_size = Vector2(layer.width * cell_size, layer.height * cell_size)
func _draw() -> void:
if core == null:
return
var layer := core.model.get_layer(layer_idx)
if layer == null:
return
for y in range(layer.height):
for x in range(layer.width):
var tile_id := layer.get_tile(x, y, 0)
var color := TILE_EMPTY_COLOR
var tdef := layer.get_tile_def(tile_id)
if tdef != null and tdef.solid:
color = TILE_SOLID_COLOR
draw_rect(Rect2(x * cell_size, y * cell_size, cell_size, cell_size), color, true)
for x in range(layer.width + 1):
draw_line(Vector2(x * cell_size, 0), Vector2(x * cell_size, layer.height * cell_size), GRID_COLOR)
for y in range(layer.height + 1):
draw_line(Vector2(0, y * cell_size), Vector2(layer.width * cell_size, y * cell_size), GRID_COLOR)
for obj in core.model.payload.objects:
var center := Vector2(obj.position.x * cell_size, obj.position.y * cell_size)
var is_selected: bool = core.selection.get_selected() == obj.id
var color := OBJECT_SELECTED_COLOR if is_selected else OBJECT_COLOR
draw_circle(center, cell_size * 0.3, color)
func _gui_input(event: InputEvent) -> void:
if core == null:
return
if event is InputEventMouseButton:
var mb := event as InputEventMouseButton
if mb.pressed and mb.button_index == MOUSE_BUTTON_LEFT:
_handle_click(mb.position)
accept_event()
elif event is InputEventKey:
var key := event as InputEventKey
if key.pressed and not key.echo:
_handle_key(key)
func _handle_key(key: InputEventKey) -> void:
if key.keycode >= KEY_0 and key.keycode <= KEY_9:
current_tile_id = key.keycode - KEY_0
func _handle_click(local_pos: Vector2) -> void:
var tx := int(floor(local_pos.x / cell_size))
var ty := int(floor(local_pos.y / cell_size))
match core.tools.get_active_tool_id():
"brush":
if core.paint_tile(layer_idx, tx, ty, current_tile_id):
edit_applied.emit()
queue_redraw()
"erase":
var hit := _object_at(tx, ty)
var changed: bool = core.delete_object(hit) if hit != "" else core.erase_tile(layer_idx, tx, ty)
if changed:
edit_applied.emit()
queue_redraw()
"object_place":
if pending_catalog_id != "":
var new_id := core.place_object(pending_catalog_id, Vector3(tx + 0.5, ty + 0.5, 0.0))
if new_id != "":
edit_applied.emit()
queue_redraw()
"select":
core.select_object(_object_at(tx, ty))
queue_redraw()
func _object_at(tx: int, ty: int) -> String:
for obj in core.model.payload.objects:
if int(floor(obj.position.x)) == tx and int(floor(obj.position.y)) == ty:
return obj.id
return ""
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class_name InGameEditor
extends Control
## In-game "build mode" UI (docs/architecture/editor.md §7.2 `InGameEditor`).
##
## Built entirely from `Control` nodes in code (matching this codebase's
## existing convention for dynamic UI -- see `game.gd`'s `_show_build_stamp`
## / `_show_status`) rather than a hand-authored `.tscn`, so there is one
## fewer place for a scene-file/script mismatch to hide. It is only ever
## instantiated when the player enters build mode (see `game.gd`'s
## `_toggle_build_mode`), so it costs nothing during normal play.
##
## Composition matches the doc exactly:
## EditorToolbar -- tool mode switcher
## PalettePanel -- catalog-sourced object palette
## EditorViewport -- the 2D tile/object canvas
## InspectorPanel -- property editor for the selected object
## EditorCore -- shared core (passed in, not owned/created here)
##
## This UI (and `EditorCore`) never talk to the network -- persisting edits
## is a sibling task's job (world_persistence_impl.md's batch-PUT save
## path). Closing this editor just discards the UI; the in-memory
## `ChunkEditorModel` it was pointed at is unaffected either way.
signal closed
var core: EditorCore
var _toolbar: EditorToolbar
var _palette: PalettePanel
var _inspector: InspectorPanel
var _viewport: EditorViewport
var _close_button: Button
func _init(p_core: EditorCore) -> void:
core = p_core
name = "InGameEditor"
set_anchors_preset(Control.PRESET_FULL_RECT)
mouse_filter = Control.MOUSE_FILTER_STOP
func _ready() -> void:
_build_ui()
_refresh_history_buttons()
func _build_ui() -> void:
var bg := ColorRect.new()
bg.color = Color(0.08, 0.08, 0.09, 0.96)
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(bg)
var root_vbox := VBoxContainer.new()
root_vbox.set_anchors_preset(Control.PRESET_FULL_RECT)
root_vbox.offset_left = 12
root_vbox.offset_top = 12
root_vbox.offset_right = -12
root_vbox.offset_bottom = -12
add_child(root_vbox)
var top_bar := HBoxContainer.new()
root_vbox.add_child(top_bar)
_toolbar = EditorToolbar.new()
_toolbar.size_flags_horizontal = Control.SIZE_EXPAND_FILL
top_bar.add_child(_toolbar)
_close_button = Button.new()
_close_button.text = "Close (F2)"
_close_button.pressed.connect(_on_close_pressed)
top_bar.add_child(_close_button)
var body := HBoxContainer.new()
body.size_flags_vertical = Control.SIZE_EXPAND_FILL
root_vbox.add_child(body)
var viewport_scroll := ScrollContainer.new()
viewport_scroll.size_flags_horizontal = Control.SIZE_EXPAND_FILL
viewport_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
body.add_child(viewport_scroll)
_viewport = EditorViewport.new()
viewport_scroll.add_child(_viewport)
var sidebar := VBoxContainer.new()
sidebar.custom_minimum_size = Vector2(240, 0)
body.add_child(sidebar)
_palette = PalettePanel.new()
sidebar.add_child(_palette)
_inspector = InspectorPanel.new()
sidebar.add_child(_inspector)
_viewport.setup(core, 0)
_palette.set_catalog(core.catalog)
_inspector.setup(core)
_toolbar.set_active_tool(core.tools.get_active_tool_id())
_toolbar.tool_selected.connect(_on_tool_selected)
_toolbar.undo_pressed.connect(_on_undo_pressed)
_toolbar.redo_pressed.connect(_on_redo_pressed)
_palette.object_selected.connect(_on_palette_object_selected)
_inspector.delete_requested.connect(_on_inspector_delete_requested)
_viewport.edit_applied.connect(_on_edit_applied)
core.selection.selection_changed.connect(_on_selection_changed)
func _unhandled_key_input(event: InputEvent) -> void:
if not (event is InputEventKey):
return
var key := event as InputEventKey
if not key.pressed or key.echo:
return
if key.ctrl_pressed and key.keycode == KEY_Z:
_on_undo_pressed()
get_viewport().set_input_as_handled()
elif key.ctrl_pressed and key.keycode == KEY_Y:
_on_redo_pressed()
get_viewport().set_input_as_handled()
elif key.keycode == KEY_DELETE and core.selection.has_selection():
core.delete_object(core.selection.get_selected())
_on_edit_applied()
get_viewport().set_input_as_handled()
func _on_tool_selected(tool_id: String) -> void:
core.tools.set_active_tool(tool_id)
func _on_palette_object_selected(catalog_id: String) -> void:
_viewport.pending_catalog_id = catalog_id
core.tools.set_active_tool("object_place")
_toolbar.set_active_tool("object_place")
func _on_inspector_delete_requested(object_id: String) -> void:
core.delete_object(object_id)
_on_edit_applied()
func _on_undo_pressed() -> void:
core.undo()
_on_edit_applied()
func _on_redo_pressed() -> void:
core.redo()
_on_edit_applied()
func _on_edit_applied() -> void:
_viewport.queue_redraw()
_inspector.show_object(core.selection.get_selected())
_refresh_history_buttons()
func _on_selection_changed(object_id: String) -> void:
_inspector.show_object(object_id)
func _refresh_history_buttons() -> void:
_toolbar.set_history_state(core.undo_redo.can_undo(), core.undo_redo.can_redo())
func _on_close_pressed() -> void:
closed.emit()
queue_free()
+166
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class_name InspectorPanel
extends VBoxContainer
## Property editor for the selected object (docs/architecture/editor.md
## §7.2 `InspectorPanel`).
##
## 2D-tile-editor scope (docs/architecture/editor.md §8: the default world
## is flat, `CHUNK_SIZE_Z=1`): position exposes X/Y (world-plane) plus a
## single "height" Z for props that sit above the floor, and rotation
## exposes one yaw field (rotation about the vertical axis) rather than a
## full 3-axis gizmo -- deliberately not the volumetric 3D editing the doc
## says to defer.
##
## Pure UI: every edit calls back into `EditorCore` (`move_object` /
## `rotate_object` / `scale_object` / `delete_object`), so inspector edits
## go through the exact same undo/redo path as viewport edits.
signal delete_requested(object_id: String)
var _core: EditorCore = null
var _object_id: String = ""
var _updating := false # guards against feedback loops while refreshing fields
var _id_label: Label
var _type_label: Label
var _asset_label: Label
var _pos_x: SpinBox
var _pos_y: SpinBox
var _pos_z: SpinBox
var _yaw: SpinBox
var _scale_x: SpinBox
var _scale_y: SpinBox
var _scale_z: SpinBox
var _delete_button: Button
var _empty_label: Label
var _fields_box: VBoxContainer
func _init() -> void:
name = "InspectorPanel"
func _ready() -> void:
var header := Label.new()
header.text = "Inspector"
add_child(header)
_empty_label = Label.new()
_empty_label.text = "(nothing selected)"
add_child(_empty_label)
_fields_box = VBoxContainer.new()
_fields_box.visible = false
add_child(_fields_box)
_id_label = _add_readonly_row("id")
_type_label = _add_readonly_row("type")
_asset_label = _add_readonly_row("asset")
_pos_x = _add_spinbox_row("pos x")
_pos_y = _add_spinbox_row("pos y")
_pos_z = _add_spinbox_row("pos z (height)")
_pos_x.value_changed.connect(_on_position_changed)
_pos_y.value_changed.connect(_on_position_changed)
_pos_z.value_changed.connect(_on_position_changed)
_yaw = _add_spinbox_row("rotation (deg)")
_yaw.min_value = -360.0
_yaw.max_value = 360.0
_yaw.step = 1.0
_yaw.value_changed.connect(_on_yaw_changed)
_scale_x = _add_spinbox_row("scale x")
_scale_y = _add_spinbox_row("scale y")
_scale_z = _add_spinbox_row("scale z")
_scale_x.value_changed.connect(_on_scale_changed)
_scale_y.value_changed.connect(_on_scale_changed)
_scale_z.value_changed.connect(_on_scale_changed)
_delete_button = Button.new()
_delete_button.text = "Delete"
_delete_button.pressed.connect(_on_delete_pressed)
_fields_box.add_child(_delete_button)
func setup(core: EditorCore) -> void:
_core = core
func show_object(object_id: String) -> void:
_object_id = object_id
if object_id == "" or _core == null:
_empty_label.visible = true
_fields_box.visible = false
return
var obj := _core.model.find_object(object_id)
if obj == null:
_empty_label.visible = true
_fields_box.visible = false
return
_empty_label.visible = false
_fields_box.visible = true
_updating = true
_id_label.text = "id: %s" % obj.id
_type_label.text = "type: %s" % obj.type
_asset_label.text = "asset: %s" % obj.asset_id
_pos_x.value = obj.position.x
_pos_y.value = obj.position.y
_pos_z.value = obj.position.z
_yaw.value = rad_to_deg(Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w).get_euler().y)
_scale_x.value = obj.scale.x
_scale_y.value = obj.scale.y
_scale_z.value = obj.scale.z
_updating = false
func _on_position_changed(_v: float) -> void:
if _updating or _core == null or _object_id == "":
return
_core.move_object(_object_id, Vector3(_pos_x.value, _pos_y.value, _pos_z.value))
func _on_yaw_changed(v: float) -> void:
if _updating or _core == null or _object_id == "":
return
var quat := Quaternion(Vector3.UP, deg_to_rad(v))
_core.rotate_object(_object_id, Vector4(quat.x, quat.y, quat.z, quat.w))
func _on_scale_changed(_v: float) -> void:
if _updating or _core == null or _object_id == "":
return
_core.scale_object(_object_id, Vector3(_scale_x.value, _scale_y.value, _scale_z.value))
func _on_delete_pressed() -> void:
if _object_id == "":
return
var id := _object_id
delete_requested.emit(id)
func _add_readonly_row(label: String) -> Label:
var l := Label.new()
l.text = "%s: " % label
_fields_box.add_child(l)
return l
func _add_spinbox_row(label_text: String) -> SpinBox:
var row := HBoxContainer.new()
var l := Label.new()
l.text = label_text
l.custom_minimum_size = Vector2(90, 0)
row.add_child(l)
var sb := SpinBox.new()
sb.min_value = -100000.0
sb.max_value = 100000.0
sb.step = 0.1
sb.allow_greater = true
sb.allow_lesser = true
row.add_child(sb)
_fields_box.add_child(row)
return sb
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class_name PalettePanel
extends VBoxContainer
## Catalog-sourced object palette (docs/architecture/editor.md §7.2
## `PalettePanel`). Lists every id in an `EditorObjectCatalog` and emits
## which one the player picked; `InGameEditor` remembers it as the pending
## `catalog_id` for the next `ObjectPlaceTool` placement.
signal object_selected(catalog_id: String)
var _list: ItemList
var _catalog: EditorObjectCatalog = null
var _ids: Array[String] = []
func _init() -> void:
name = "PalettePanel"
func _ready() -> void:
var header := Label.new()
header.text = "Palette"
add_child(header)
_list = ItemList.new()
_list.size_flags_vertical = Control.SIZE_EXPAND_FILL
_list.item_selected.connect(_on_item_selected)
add_child(_list)
func set_catalog(catalog: EditorObjectCatalog) -> void:
_catalog = catalog
_refresh()
func _refresh() -> void:
_list.clear()
_ids.clear()
if _catalog == null or not _catalog.is_loaded():
return
for id in _catalog.get_all_ids():
var entry := _catalog.resolve(id)
var label: String = entry.get("display_name", id)
_list.add_item(label)
_ids.append(id)
func _on_item_selected(index: int) -> void:
if index < 0 or index >= _ids.size():
return
object_selected.emit(_ids[index])
func get_selected_catalog_id() -> String:
var selected: PackedInt32Array = _list.get_selected_items()
if selected.is_empty():
return ""
return _ids[selected[0]]
+61 -2
View File
@@ -28,6 +28,14 @@ var _remotes: Dictionary = {} # peer_id -> Node3D
var _remote_prev: Dictionary = {} # peer_id -> Vector3 (last snapshot position)
var _status_label: Label = null
## Build-mode UI, gated behind toggle_build_mode (F2) -- only ever
## instantiated once the player actually enters build mode
## (docs/architecture/editor.md §7.2: "Instantiated only when the player
## enters 'build mode'... so the runtime footprint is negligible during
## normal play"). Editing is in-memory only here; the save path to the
## backend is a sibling task (world_persistence_impl.md).
var _build_editor: InGameEditor = null
func _ready() -> void:
_show_build_stamp()
@@ -36,13 +44,64 @@ func _ready() -> void:
func _unhandled_input(event: InputEvent) -> void:
# ESC leaves the world back to the browser. Handled here (the scene root
if event.is_action_pressed("toggle_build_mode"):
get_viewport().set_input_as_handled()
_toggle_build_mode()
return
# ESC leaves the world back to the browser (or, while build mode is
# open, just closes build mode instead). Handled here (the scene root
# that owns the connection) rather than in player.gd so the teardown is
# a single ordered path -- doing it from two places raced _on_server_lost
# against the scene change and looked like a crash.
if event.is_action_pressed("ui_cancel"):
get_viewport().set_input_as_handled()
_leave_world()
if _build_editor != null and is_instance_valid(_build_editor):
_close_build_mode()
else:
_leave_world()
## Entry point into the in-game editor (docs/architecture/editor.md §7.2).
## Freezes the player and opens a fresh, empty in-memory chunk to edit --
## loading a *real* chunk from the backend for editing is the sibling
## save-path task's territory (it owns the HTTP round-trip); this task's
## contract stops at "a correctly-editable in-memory ChunkEditorModel".
func _toggle_build_mode() -> void:
if _build_editor != null and is_instance_valid(_build_editor):
_close_build_mode()
else:
_open_build_mode()
func _open_build_mode() -> void:
var model := ChunkEditorModel.create_empty(32, 32, str(Session.world_id), "main")
var catalog := EditorObjectCatalog.new()
var err := catalog.load_catalog()
if err != OK:
push_error("game.gd: failed to load editor object catalog (%d)" % err)
var core := EditorCore.new(model, catalog)
_build_editor = InGameEditor.new(core)
_build_editor.closed.connect(_close_build_mode)
add_child(_build_editor)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_player.set_physics_process(false)
_player.set_process_unhandled_input(false)
## Shared teardown for both close paths (F2 again, or the editor's own
## Close button/`closed` signal) -- safe to call twice: `queue_free()` on an
## already-freeing node and restoring already-restored player state are
## both no-ops.
func _close_build_mode() -> void:
if _build_editor != null and is_instance_valid(_build_editor):
_build_editor.queue_free()
_build_editor = null
_player.set_physics_process(true)
_player.set_process_unhandled_input(true)
_player._refresh_mouse_mode()
func _leave_world() -> void:
+260
View File
@@ -0,0 +1,260 @@
extends SceneTree
## Real exercise of the in-game editor's data-native core
## (docs/architecture/editor.md §7.1/§7.2, scoped to 2D per §8).
##
## Loads a real chunk (the backend's golden fixture
## backend/tests/fixtures/chunks/simple_tile_chunk.bin -- the same file
## scripts/smoke_test_chunk_codec_interop.gd proves decodes correctly),
## wraps it in a ChunkEditorModel, and drives every operation
## (place/move/rotate/scale/delete an object, paint/erase a tile) through
## the actual EditorCore.use_tool()/ToolRegistry path -- never by calling
## ChunkEditorModel's raw setters directly, which would bypass the tool
## layer this task was scoped to build. Then it undoes every single one of
## those operations and checks the chunk is back to exactly its starting
## state, redoes them all back, and finally round-trips the result through
## encode_binary()/decode_binary() to prove the model stays a valid,
## byte-compatible ChunkPayload throughout -- the contract the sibling
## save-path task depends on.
##
## Run with:
## ~/godot/godot --headless --path . --script res://scripts/smoke_test_editor_core.gd
const FIXTURE_PATH := "res://backend/tests/fixtures/chunks/simple_tile_chunk.bin"
var passed := 0
var failed := 0
func _check(label: String, cond: bool) -> void:
if cond:
passed += 1
print(" PASS: ", label)
else:
failed += 1
printerr(" FAIL: ", label)
func _initialize() -> void:
_run()
func _run() -> void:
await _test_full_editing_loop()
_test_catalog_rejects_unknown_id()
_test_selection_is_not_undoable()
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)
func _read_fixture() -> PackedByteArray:
var f := FileAccess.open(FIXTURE_PATH, FileAccess.READ)
if f == null:
push_error("Could not open fixture: " + FIXTURE_PATH)
return PackedByteArray()
return f.get_buffer(f.get_length())
func _test_full_editing_loop() -> void:
print("--- EditorCore/ToolRegistry over a real decoded chunk (simple_tile_chunk.bin) ---")
var original_bytes := _read_fixture()
_check("fixture file read (non-empty)", original_bytes.size() > 0)
if original_bytes.is_empty():
return
var model := ChunkEditorModel.from_binary(original_bytes)
_check("ChunkEditorModel.from_binary decoded the fixture", model != null)
if model == null:
return
# Baseline sanity on the loaded real chunk before touching anything.
_check("loaded chunk has 1 tile layer", model.payload.tile_layers.size() == 1)
_check("loaded chunk is 4x4", model.get_layer(0).width == 4 and model.get_layer(0).height == 4)
var baseline_tiles := (model.get_layer(0).tiles as PackedInt32Array).duplicate()
var baseline_object_count := model.payload.objects.size()
var catalog := EditorObjectCatalog.new()
var cat_err := catalog.load_catalog()
_check("object catalog loaded", cat_err == OK)
var core := EditorCore.new(model, catalog)
_check("EditorCore registers all 5 tools", core.tools.get_tool_ids().size() == 5)
for expected_tool in ["brush", "object_place", "select", "erase", "transform"]:
_check("ToolRegistry has tool '%s'" % expected_tool, core.tools.has_tool(expected_tool))
# ── 1. Paint a tile via the brush tool (through EditorCore/ToolRegistry) ──
_check("tile (0,0) starts as 0 in the fixture", model.get_tile_raw(0, 0, 0) == 0)
var painted := core.paint_tile(0, 0, 0, 1)
_check("core.paint_tile (brush tool) applied", painted)
_check("tile (0,0) is now 1 after paint", model.get_tile_raw(0, 0, 0) == 1)
# ── 2. Place a catalog object (through EditorCore/ToolRegistry) ──
var obj_id := core.place_object("crate_small", Vector3(1.5, 1.5, 0.0))
_check("core.place_object (object_place tool) returned a real id", obj_id != "")
_check("placed object exists in the model", model.find_object(obj_id) != null)
_check("placed object got the catalog's asset_id", model.find_object(obj_id).asset_id == "props/crate_small.glb")
_check("placing auto-selected the new object", core.selection.get_selected() == obj_id)
# ── 3. Select it explicitly via the select tool ──
_check("core.select_object (select tool)", core.select_object(obj_id))
_check("selection reflects it", core.selection.get_selected() == obj_id)
# ── 4. Move / rotate / scale via the transform tool ──
var moved := core.move_object(obj_id, Vector3(5.0, 6.0, 0.0))
_check("core.move_object (transform tool) applied", moved)
_check("object position updated", model.find_object(obj_id).position.is_equal_approx(Vector3(5.0, 6.0, 0.0)))
var new_rot := Vector4(0.0, 0.7071068, 0.0, 0.7071068) # 90 deg yaw
var rotated := core.rotate_object(obj_id, new_rot)
_check("core.rotate_object (transform tool) applied", rotated)
_check("object rotation updated", model.find_object(obj_id).rotation.is_equal_approx(new_rot))
var scaled := core.scale_object(obj_id, Vector3(2.0, 2.0, 2.0))
_check("core.scale_object (transform tool) applied", scaled)
_check("object scale updated", model.find_object(obj_id).scale.is_equal_approx(Vector3(2.0, 2.0, 2.0)))
# ── 5. Erase a different tile (the fixture already has a nonzero tile at
# (1,0) -- world_id 12's palette makes it a real, non-empty tile id, so
# erase has something genuine to clear without needing a manual seed). ──
var original_tile_1_0 := model.get_tile_raw(0, 1, 0)
_check("tile (1,0) is nonzero in the fixture (something real to erase)", original_tile_1_0 != 0)
var erased_tile := core.erase_tile(0, 1, 0)
_check("core.erase_tile (erase tool) applied", erased_tile)
_check("tile (1,0) is 0 after erase", model.get_tile_raw(0, 1, 0) == 0)
# ── 6. Delete the object via the erase tool ──
var deleted := core.delete_object(obj_id)
_check("core.delete_object (erase tool) applied", deleted)
_check("object is gone from the model", model.find_object(obj_id) == null)
_check("deleting the selected object cleared the selection", not core.selection.has_selection())
# ── 7. Undo every operation (6 ops) and verify each actually reverts ──
print("--- undo/redo actually revert each step ---")
_check("undo #1 (re-adds deleted object)", core.undo())
_check("object exists again after undo", model.find_object(obj_id) != null)
_check("undo #2 (un-erases tile)", core.undo())
_check("tile (1,0) is back to its original value after undo",
model.get_tile_raw(0, 1, 0) == original_tile_1_0)
_check("undo #3 (un-scales)", core.undo())
_check("scale reverted", model.find_object(obj_id).scale.is_equal_approx(Vector3.ONE))
_check("undo #4 (un-rotates)", core.undo())
_check("rotation reverted", model.find_object(obj_id).rotation.is_equal_approx(Vector4(0, 0, 0, 1)))
_check("undo #5 (un-moves)", core.undo())
_check("position reverted", model.find_object(obj_id).position.is_equal_approx(Vector3(1.5, 1.5, 0.0)))
_check("undo #6 (un-places, object removed)", core.undo())
_check("placed object is gone after undo", model.find_object(obj_id) == null)
_check("undo #7 (un-paints tile)", core.undo())
_check("tile (0,0) is back to 0 after undo", model.get_tile_raw(0, 0, 0) == 0)
_check("no more undo history", not core.undo_redo.can_undo())
_check("tiles exactly match the original fixture after full undo",
model.get_layer(0).tiles == baseline_tiles)
_check("object count matches the original fixture after full undo",
model.payload.objects.size() == baseline_object_count)
# ── 8. Redo everything back ──
print("--- redo replays every step forward again ---")
var redo_count := 0
while core.redo():
redo_count += 1
_check("redo replayed all 7 recorded actions", redo_count == 7)
_check("tile (0,0) painted again after full redo", model.get_tile_raw(0, 0, 0) == 1)
_check("object gone again after full redo (last op was delete)", model.find_object(obj_id) == null)
# ── 9. Round-trip the final state through encode/decode ──
print("--- encode_binary()/decode_binary() round-trip after editing ---")
var re_encoded := model.encode_binary()
_check("re-encoded chunk is non-empty", re_encoded.size() > 0)
var re_decoded := ChunkDataDecoder.decode_binary(re_encoded)
_check("re-decoded without error", re_decoded != null)
if re_decoded != null:
_check("re-decoded tile layer matches edited model",
re_decoded.tile_layers[0].tiles == model.get_layer(0).tiles)
_check("re-decoded world_id preserved", re_decoded.world_id == model.payload.world_id)
_check("re-decoded coord preserved", re_decoded.coord == model.payload.coord)
_check("re-decoded bounds preserved",
re_decoded.bounds.position.is_equal_approx(model.payload.bounds.position)
and re_decoded.bounds.size.is_equal_approx(model.payload.bounds.size))
_check("re-decoded object count matches", re_decoded.objects.size() == model.payload.objects.size())
# ── 10. Also prove a fresh in-memory chunk (no fixture) works end to end,
# including that the InGameEditor UI wires up against a real EditorCore
# without crashing headlessly. ──
await _test_ui_smoke()
func _test_ui_smoke() -> void:
print("--- InGameEditor UI wires up against a real EditorCore (headless, no crash) ---")
var model := ChunkEditorModel.create_empty(8, 8, "1", "main", Vector3i.ZERO)
var catalog := EditorObjectCatalog.new()
catalog.load_catalog()
var core := EditorCore.new(model, catalog)
var editor := InGameEditor.new(core)
root.add_child(editor)
await process_frame # let _ready() run so the UI is actually built
_check("InGameEditor instantiated and added to the tree without error", is_instance_valid(editor))
# Drive a real placement through the viewport's own click handler (not a
# bare model mutation) to prove the UI layer -> EditorCore wiring works.
# EditorViewport is nested a few levels down (ScrollContainer, etc.).
var viewport: EditorViewport = _find_viewport(editor)
_check("EditorViewport exists in the built UI", viewport != null)
if viewport != null:
viewport.pending_catalog_id = "rock_01"
core.tools.set_active_tool("object_place")
viewport._handle_click(Vector2(20, 20)) # inside tile (0,0) at cell_size 24
_check("clicking with object_place active through the viewport placed an object",
model.payload.objects.size() == 1)
editor.queue_free()
func _find_viewport(node: Node) -> EditorViewport:
if node is EditorViewport:
return node
for child in node.get_children():
var found := _find_viewport(child)
if found != null:
return found
return null
func _test_catalog_rejects_unknown_id() -> void:
print("--- object_place tool rejects an unknown catalog id ---")
var model := ChunkEditorModel.create_empty()
var catalog := EditorObjectCatalog.new()
catalog.load_catalog()
var core := EditorCore.new(model, catalog)
var result := core.place_object("does_not_exist", Vector3.ZERO)
_check("unknown catalog_id is rejected (empty id returned)", result == "")
_check("nothing was added to the model", model.payload.objects.is_empty())
_check("nothing was pushed onto the undo stack", not core.undo_redo.can_undo())
func _test_selection_is_not_undoable() -> void:
print("--- selection is UI state, not chunk data (not on the undo stack) ---")
var model := ChunkEditorModel.create_empty()
var catalog := EditorObjectCatalog.new()
catalog.load_catalog()
var core := EditorCore.new(model, catalog)
var obj_id := core.place_object("chest_01", Vector3(2, 2, 0))
_check("setup: object placed", obj_id != "")
core.select_object(obj_id)
_check("object selected", core.selection.get_selected() == obj_id)
# Only one undoable action should exist (the placement) -- selecting it
# must not have added a second one.
core.undo()
_check("a single undo removes the placed object (selection wasn't a 2nd undo step)",
model.find_object(obj_id) == null)
_check("no further undo history from selection", not core.undo_redo.can_undo())