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
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class_name EraseTool
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extends EditorTool
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## Deletes an object, or clears a tile back to id 0 (the reserved empty/air
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## id -- world.md §3.2 / TileDef doc comment).
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##
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## `args`: either `{"object_id": ...}` to delete an object, or
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## `{"layer", "x", "y", "z"}` to clear a tile (delegates to BrushTool with
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## `tile_id = 0` so both paths share one undo/redo implementation).
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func _init() -> void:
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tool_id = "erase"
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func apply(core: EditorCore, args: Dictionary) -> Variant:
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if args.has("object_id"):
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return _erase_object(core, args["object_id"])
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return _erase_tile(core, args)
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func _erase_object(core: EditorCore, object_id: String) -> bool:
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var idx: int = core.model.get_object_index(object_id)
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if idx == -1:
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return false
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var obj: ChunkDataDecoder.WorldObjectData = core.model.payload.objects[idx]
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core.undo_redo.begin("Delete '%s'" % object_id)
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core.undo_redo.add_do(core.model.remove_object_raw.bind(object_id))
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core.undo_redo.add_undo(core.model.insert_object_raw.bind(obj, idx))
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core.undo_redo.commit()
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if core.selection.get_selected() == object_id:
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core.selection.clear()
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return true
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func _erase_tile(core: EditorCore, args: Dictionary) -> bool:
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var brush: EditorTool = core.tools.get_tool("brush")
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var tile_args: Dictionary = args.duplicate()
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tile_args["tile_id"] = 0
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return bool(brush.apply(core, tile_args))
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