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
+57
View File
@@ -0,0 +1,57 @@
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]]