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 ObjectPlaceTool
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extends EditorTool
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## Places a new catalog object into the chunk at a given transform.
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##
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## `args`: `catalog_id` (String, required), `position` (Vector3), `rotation`
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## (Vector4 quaternion, optional, default identity), `scale` (Vector3,
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## optional, default ONE), `properties` (Dictionary, optional, merged in).
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##
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## Returns the new object's id (String) on success, or "" on failure
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## (unknown catalog_id).
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func _init() -> void:
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tool_id = "object_place"
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func apply(core: EditorCore, args: Dictionary) -> Variant:
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var catalog_id: String = args.get("catalog_id", "")
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if catalog_id == "":
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push_error("ObjectPlaceTool: missing catalog_id")
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return ""
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var entry: Dictionary = {}
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if core.catalog != null:
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entry = core.catalog.resolve(catalog_id)
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if entry.is_empty():
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push_error("ObjectPlaceTool: unknown catalog_id '%s'" % catalog_id)
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return ""
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var obj := ChunkDataDecoder.WorldObjectData.new()
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obj.id = core.model.generate_object_id()
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obj.type = entry.get("type", "prop")
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obj.asset_id = entry.get("asset_id", catalog_id)
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obj.position = args.get("position", Vector3.ZERO)
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obj.rotation = args.get("rotation", Vector4(0, 0, 0, 1))
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obj.scale = args.get("scale", Vector3.ONE)
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var props: Dictionary = (args.get("properties", {}) as Dictionary).duplicate()
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if entry.has("display_name"):
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props["display_name"] = entry["display_name"]
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props["catalog_id"] = catalog_id
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obj.properties = props
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core.undo_redo.begin("Place '%s' (%s)" % [obj.id, catalog_id])
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core.undo_redo.add_do(core.model.add_object_raw.bind(obj))
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core.undo_redo.add_undo(core.model.remove_object_raw.bind(obj.id))
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core.undo_redo.commit()
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core.selection.select(obj.id)
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return obj.id
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