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Author SHA1 Message Date
daddy 8822a03f53 Add ScriptBehavior DSL: data-driven, non-Turing-complete UGC scripting
Implements the DSL that docs/architecture/scripting_sandbox.md recommends
as the primary (and, for now, sufficient) approach in place of running
untrusted GDScript in-process: a fixed set of trigger/condition/action
verbs, expressed as plain JSON data, interpreted by trusted GDScript with
zero ability to reference engine singletons, call arbitrary methods, or
execute code.

- ScriptBehavior (scripts/scripting/script_behavior.gd): parses and
  validates rules from JSON/Dictionary data. Every trigger, condition
  type/op, and verb is checked against an explicit whitelist at parse
  time; malformed or unknown entries are dropped and recorded in
  rejected_rules, never partially executed. Carries an optional
  content_flags passthrough so this data type isn't hostile to future
  moderation-queue integration (docs/architecture/content_moderation.md).
- ScriptInterpreterNode (scripts/scripting/script_interpreter.gd): the
  only code that executes rules. Triggers: on_interact (proximity +
  "interact" input action), on_enter (edge-triggered Area3D overlap),
  on_touch (continuous overlap), on_timer (physics-clocked Timer). Verbs:
  give_item, play_sound, move, rotate, spawn_from_catalog, set_timer --
  each a fixed, hand-written function; verb dispatch is an explicit
  match(), never call()-by-name from data. move/rotate animate via Tween
  rather than teleporting.
- PlayerInventory (scripts/scripting/player_inventory.gd): a small
  per-player item-count stub for give_item to target, since no real
  inventory/entity-state system exists yet (M9 Economy). Attached to
  scenes/player.tscn as "Inventory".
- SpawnCatalog (scripts/scripting/spawn_catalog.gd): trusted catalog_id ->
  asset_id lookup for spawn_from_catalog, mirroring the AvatarCatalog
  data-driven-JSON convention. Rule data only ever supplies a catalog_id
  key, never a resource path.
- Wired a real demo ("ScriptedChest") into scenes/worlds/test_level.tscn
  with an on_interact rule (give_item + play_sound + rotate), plus an
  "interact" input action (project.godot).
- scripts/smoke_test_script_behavior.gd: exercises every trigger type,
  every verb, and every condition type against the real interpreter and
  the wired demo scene, and proves unknown/malformed/unsafe rules
  (unknown verb, unknown trigger, non-scalar smuggled arguments, etc.)
  are rejected at parse time and never run -- 50/50 checks pass.
2026-09-14 19:32:22 +00:00
11 changed files with 1488 additions and 2 deletions
@@ -0,0 +1,17 @@
{
"content_flags": {
"violence": "none",
"mature": false
},
"rules": [
{
"trigger": {"type": "on_interact"},
"conditions": [],
"actions": [
{"verb": "give_item", "item_id": "gold_coin", "count": 3},
{"verb": "play_sound", "sound_id": "chest_open"},
{"verb": "rotate", "target": "self", "degrees": 90, "axis": "y", "duration": 0.4}
]
}
]
}
+8
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@@ -0,0 +1,8 @@
{
"templates": {
"small_crate": {
"asset_id": "props/crate_small.glb",
"display_name": "Small Crate"
}
}
}
+5
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@@ -45,6 +45,11 @@ move_down={
"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":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null) "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":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
] ]
} }
interact={
"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":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}
[physics] [physics]
+5 -1
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@@ -1,6 +1,7 @@
[gd_scene load_steps=4 format=3 uid="uid://player_scene_001"] [gd_scene load_steps=5 format=3 uid="uid://player_scene_001"]
[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"] [ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
[ext_resource type="Script" path="res://scripts/scripting/player_inventory.gd" id="2_inventory"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh1"] [sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
radius = 0.35 radius = 0.35
@@ -30,3 +31,6 @@ margin = 0.2
[node name="Camera3D" type="Camera3D" parent="CameraPivot/SpringArm3D"] [node name="Camera3D" type="Camera3D" parent="CameraPivot/SpringArm3D"]
current = true current = true
[node name="Inventory" type="Node" parent="."]
script = ExtResource("2_inventory")
+21 -1
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@@ -1,4 +1,6 @@
[gd_scene load_steps=1 format=3 uid="uid://c49a36fc7db_test_level"] [gd_scene load_steps=2 format=3 uid="uid://c49a36fc7db_test_level"]
[ext_resource type="Script" path="res://scripts/scripting/script_interpreter.gd" id="1_scripted_chest"]
[sub_resource type="BoxShape3D" id="BoxShape3D_ground"] [sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
size = Vector3(40, 1, 40) size = Vector3(40, 1, 40)
@@ -44,6 +46,12 @@ radius = 0.5
subdivisions_ring = 8 subdivisions_ring = 8
subdivisions_height = 8 subdivisions_height = 8
[sub_resource type="BoxShape3D" id="BoxShape3D_chest"]
size = Vector3(1, 0.8, 0.6)
[sub_resource type="BoxMesh" id="BoxMesh_chest"]
size = Vector3(1, 0.8, 0.6)
[sub_resource type="Environment" id="WorldEnvironment_env"] [sub_resource type="Environment" id="WorldEnvironment_env"]
background_mode = 1 background_mode = 1
background_color = Color(0.45, 0.62, 0.82, 1) background_color = Color(0.45, 0.62, 0.82, 1)
@@ -109,6 +117,18 @@ shape = SubResource("SphereShape3D_prop5")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"] [node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
mesh = SubResource("SphereMesh_prop5") mesh = SubResource("SphereMesh_prop5")
[node name="ScriptedChest" type="StaticBody3D" parent="."]
position = Vector3(0, 1.0, 1.5)
script = ExtResource("1_scripted_chest")
behavior_path = "res://assets/scripting/behaviors/demo_chest.json"
interact_radius = 2.5
[node name="CollisionShape3D" type="CollisionShape3D" parent="ScriptedChest"]
shape = SubResource("BoxShape3D_chest")
[node name="MeshInstance3D" type="MeshInstance3D" parent="ScriptedChest"]
mesh = SubResource("BoxMesh_chest")
[node name="Sun" type="DirectionalLight3D" parent="."] [node name="Sun" type="DirectionalLight3D" parent="."]
rotation = Vector3(-0.95, -0.5, 0) rotation = Vector3(-0.95, -0.5, 0)
light_energy = 1.3 light_energy = 1.3
+41
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@@ -0,0 +1,41 @@
class_name PlayerInventory
extends Node
## Minimal per-player item-count store.
##
## docs/architecture/dynamic_object_node.gd's header notes that a dynamic
## object's runtime state ("position, health, inventory") belongs to "the
## entity system" -- but no such system exists yet (M9 Economy hasn't been
## built). This is a deliberately small, local stub scoped to make
## ScriptBehavior's `give_item` verb demonstrable now, not an attempt to
## build the real economy/inventory system. Replace it wholesale when M9
## lands; keep the give_item/get_count surface so existing ScriptBehavior
## data keeps working against the real thing.
##
## Attach one of these as a child node named "Inventory" under a player (see
## scenes/player.tscn) -- [ScriptInterpreterNode] looks it up by that name
## when resolving `target: "player"` for the `give_item` verb.
## Emitted whenever an item's count changes, with the item's new total.
signal item_changed(item_id: String, count: int)
var _items: Dictionary = {} # item_id (String) -> count (int)
## Add (or, with a negative count, remove) units of an item. Counts never go
## negative. `count == 0` is a no-op.
func give_item(item_id: String, count: int) -> void:
if item_id.is_empty() or count == 0:
return
var new_count: int = maxi(0, int(_items.get(item_id, 0)) + count)
_items[item_id] = new_count
item_changed.emit(item_id, new_count)
## Current count for an item (0 if never granted).
func get_count(item_id: String) -> int:
return int(_items.get(item_id, 0))
## A snapshot of the whole inventory (for UI/debugging/tests).
func get_all() -> Dictionary:
return _items.duplicate()
+383
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@@ -0,0 +1,383 @@
class_name ScriptBehavior
extends RefCounted
## A data-driven, non-Turing-complete behavior attached to a world object.
##
## This is the DSL described in docs/architecture/scripting_sandbox.md §3.1:
## a small, fixed set of trigger/condition/action verbs, expressed as plain
## JSON/Dictionary data, with zero ability to reference engine singletons,
## call arbitrary methods, or execute code. There is no interpreter to
## escape because there is no general execution -- every verb is a reviewed,
## hand-written GDScript function in [ScriptInterpreterNode], and every verb
## argument here is a plain scalar (String, int, float, bool) or a 3-element
## Array of numbers, never a Callable/Object/Script.
##
## Because the data is exactly this restricted, it plugs into the content
## moderation pipeline (docs/architecture/content_moderation.md) the same way
## an asset or room does: it's a plain JSON blob that can be hashed, stored,
## flagged and reviewed without needing to sandbox code execution to do so.
##
## ## Format
##
## ```json
## {
## "rules": [
## {
## "trigger": {"type": "on_interact"},
## "conditions": [
## {"type": "item_count", "item_id": "torch", "op": ">=", "value": 1}
## ],
## "actions": [
## {"verb": "give_item", "item_id": "gold_coin", "count": 3},
## {"verb": "play_sound", "sound_id": "chest_open"}
## ]
## }
## ]
## }
## ```
##
## Any rule that fails validation (unknown trigger/condition/action, wrong
## argument types, out-of-range values, an unrecognized key standing in for
## one of the whitelisted ones) is **dropped silently from execution** --
## never partially applied, never run "best effort". The rejection reason is
## recorded in [member rejected_rules] so callers/tests/moderation tooling
## can see *why*, but the interpreter never runs a rule that didn't fully
## validate.
# Sibling scripting scripts are referenced via preload rather than by their
# global class_name so this module parses correctly from a bare/cold
# compile (matches the convention in scripts/avatar/avatar_loadout.gd --
# a headless `godot --script` run doesn't always rebuild the global class
# registry; only an editor scan / `--import` reliably does).
const ScriptRuleClass := preload("res://scripts/scripting/script_rule.gd")
const VALID_TRIGGERS: Array[String] = ["on_interact", "on_enter", "on_touch", "on_timer"]
const VALID_CONDITION_TYPES: Array[String] = ["item_count", "flag", "timer_active", "timer_remaining"]
const VALID_OPS: Array[String] = ["==", "!=", "<", "<=", ">", ">="]
const VALID_VERBS: Array[String] = ["give_item", "play_sound", "move", "rotate", "spawn_from_catalog", "set_timer"]
const VALID_TARGETS: Array[String] = ["self", "player"]
const VALID_AXES: Array[String] = ["x", "y", "z"]
const MAX_STRING_LEN: int = 64
const MAX_ITEM_COUNT: int = 100000
const MAX_TIMER_SECONDS: float = 3600.0
const MAX_DEGREES: float = 100000.0
const MAX_OFFSET_MAGNITUDE: float = 10000.0
const DEFAULT_MOVE_DURATION: float = 0.4
const MIN_DURATION: float = 0.05
const MAX_DURATION: float = 5.0
## Successfully parsed, executable rules (each a ScriptRuleClass instance --
## left as a plain untyped Array since Godot's typed-array element type
## can't reliably reference a cross-file preloaded const; see the
## preload note above).
var rules: Array = []
## Human-readable reasons every rejected rule (or top-level parse failure)
## was dropped. Never empty on a fully-clean input, always non-empty
## whenever `rules` is missing entries an author intended.
var rejected_rules: Array[String] = []
## Optional passthrough content-moderation metadata (see
## docs/architecture/content_moderation.md §7.2 -- "Each content resource
## carries a content_flags metadata field"). Not enforced by anything in
## this system yet -- scripts as a moderated content type is still an open
## item there -- but the field round-trips through parsing so a future
## moderation pipeline has somewhere to read/write it without a format
## change. Untrusted data can only ever set this to a plain Dictionary of
## scalars; it's metadata, never consulted by the interpreter for control
## flow.
var content_flags: Dictionary = {}
# ---------------------------------------------------------------------------
# Construction
# ---------------------------------------------------------------------------
## Load and parse a ScriptBehavior from a JSON file on disk.
static func load_from_file(path: String) -> ScriptBehavior:
var behavior := ScriptBehavior.new()
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
behavior.rejected_rules.append(
"cannot open '%s' (error %d)" % [path, FileAccess.get_open_error()]
)
return behavior
var text := file.get_as_text()
file.close()
var parsed: Variant = JSON.parse_string(text)
if parsed == null or not (parsed is Dictionary):
behavior.rejected_rules.append("invalid JSON in '%s'" % path)
return behavior
behavior._parse(parsed as Dictionary)
return behavior
## Parse a ScriptBehavior from an already-decoded Dictionary (e.g. embedded
## inline in a WorldObject's `properties["script_behavior"]`).
static func load_from_dict(data: Dictionary) -> ScriptBehavior:
var behavior := ScriptBehavior.new()
behavior._parse(data)
return behavior
# ---------------------------------------------------------------------------
# Parsing / validation
# ---------------------------------------------------------------------------
func _parse(data: Dictionary) -> void:
var raw_flags: Variant = data.get("content_flags")
if raw_flags is Dictionary:
content_flags = raw_flags as Dictionary
var raw_rules: Variant = data.get("rules")
if not (raw_rules is Array):
rejected_rules.append("top-level 'rules' key missing or not an array")
return
for entry in (raw_rules as Array):
if not (entry is Dictionary):
rejected_rules.append("rule entry is not an object: %s" % str(entry))
continue
var rule := _parse_rule(entry as Dictionary)
if rule != null:
rules.append(rule)
func _parse_rule(rule_dict: Dictionary) -> ScriptRuleClass:
var trigger: Variant = rule_dict.get("trigger")
if not (trigger is Dictionary):
rejected_rules.append("rule missing a 'trigger' object")
return null
var trigger_type: Variant = (trigger as Dictionary).get("type")
if not (trigger_type is String) or not VALID_TRIGGERS.has(trigger_type):
rejected_rules.append("rule has unknown/missing trigger type: %s" % str(trigger_type))
return null
var interval: float = 0.0
if trigger_type == "on_timer":
var raw_interval: Variant = (trigger as Dictionary).get("interval")
if not _is_number(raw_interval) or float(raw_interval) <= 0.0 or float(raw_interval) > MAX_TIMER_SECONDS:
rejected_rules.append("on_timer rule has invalid 'interval': %s" % str(raw_interval))
return null
interval = float(raw_interval)
var conditions: Array[Dictionary] = []
var raw_conditions: Variant = rule_dict.get("conditions", [])
if not (raw_conditions is Array):
rejected_rules.append("rule 'conditions' is not an array")
return null
for raw_cond in (raw_conditions as Array):
if not (raw_cond is Dictionary):
rejected_rules.append("condition entry is not an object: %s" % str(raw_cond))
return null
var cond := _parse_condition(raw_cond as Dictionary)
if cond.is_empty():
return null
conditions.append(cond)
var actions: Array[Dictionary] = []
var raw_actions: Variant = rule_dict.get("actions", [])
if not (raw_actions is Array) or raw_actions.is_empty():
rejected_rules.append("rule 'actions' is missing, not an array, or empty")
return null
for raw_action in (raw_actions as Array):
if not (raw_action is Dictionary):
rejected_rules.append("action entry is not an object: %s" % str(raw_action))
return null
var action := _parse_action(raw_action as Dictionary)
if action.is_empty():
return null
actions.append(action)
var rule := ScriptRuleClass.new()
rule.trigger_type = trigger_type
rule.trigger_interval = interval
rule.conditions = conditions
rule.actions = actions
return rule
## Returns a normalized condition Dictionary, or {} (empty) if invalid --
## the empty dict is the "rejected" sentinel since a valid condition always
## has at least "type" and "op".
func _parse_condition(raw: Dictionary) -> Dictionary:
var cond_type: Variant = raw.get("type")
if not (cond_type is String) or not VALID_CONDITION_TYPES.has(cond_type):
rejected_rules.append("condition has unknown/missing type: %s" % str(cond_type))
return {}
var op: Variant = raw.get("op")
if not (op is String) or not VALID_OPS.has(op):
rejected_rules.append("condition has unknown/missing op: %s" % str(op))
return {}
var value: Variant = raw.get("value")
if not _is_scalar(value):
rejected_rules.append("condition 'value' is not a plain scalar: %s" % str(value))
return {}
# Relational ops only make sense against numbers -- reject up front
# rather than silently coercing at eval time.
if op != "==" and op != "!=" and not _is_number(value):
rejected_rules.append("condition op '%s' requires a numeric value" % op)
return {}
match cond_type:
"item_count":
var item_id: Variant = raw.get("item_id")
if not _is_valid_id_string(item_id):
rejected_rules.append("item_count condition has invalid item_id: %s" % str(item_id))
return {}
return {"type": "item_count", "op": op, "value": value, "item_id": item_id}
"flag":
var name: Variant = raw.get("name")
if not _is_valid_id_string(name):
rejected_rules.append("flag condition has invalid name: %s" % str(name))
return {}
return {"type": "flag", "op": op, "value": value, "name": name}
"timer_active", "timer_remaining":
var timer_name: Variant = raw.get("name")
if not _is_valid_id_string(timer_name):
rejected_rules.append("%s condition has invalid name: %s" % [cond_type, str(timer_name)])
return {}
return {"type": cond_type, "op": op, "value": value, "name": timer_name}
# Unreachable given the VALID_CONDITION_TYPES check above, but never
# fall through to something that looks valid.
return {}
## Returns a normalized action Dictionary, or {} (empty) if invalid.
func _parse_action(raw: Dictionary) -> Dictionary:
var verb: Variant = raw.get("verb")
if not (verb is String) or not VALID_VERBS.has(verb):
rejected_rules.append("action has unknown/missing verb: %s" % str(verb))
return {}
match verb:
"give_item":
var item_id: Variant = raw.get("item_id")
var count: Variant = raw.get("count")
if not _is_valid_id_string(item_id):
rejected_rules.append("give_item has invalid item_id: %s" % str(item_id))
return {}
if not _is_number(count) or int(count) <= 0 or int(count) > MAX_ITEM_COUNT:
rejected_rules.append("give_item has invalid count: %s" % str(count))
return {}
return {"verb": "give_item", "item_id": item_id, "count": int(count)}
"play_sound":
var sound_id: Variant = raw.get("sound_id")
if not _is_valid_id_string(sound_id):
rejected_rules.append("play_sound has invalid sound_id: %s" % str(sound_id))
return {}
return {"verb": "play_sound", "sound_id": sound_id}
"move":
var target: Variant = raw.get("target", "self")
var offset: Variant = _parse_vector3(raw.get("offset"), MAX_OFFSET_MAGNITUDE)
var duration: Variant = _parse_duration(raw.get("duration", DEFAULT_MOVE_DURATION))
if not (target is String) or not VALID_TARGETS.has(target):
rejected_rules.append("move has invalid target: %s" % str(target))
return {}
if offset == null:
rejected_rules.append("move has invalid offset: %s" % str(raw.get("offset")))
return {}
if duration == null:
rejected_rules.append("move has invalid duration: %s" % str(raw.get("duration")))
return {}
return {"verb": "move", "target": target, "offset": offset, "duration": duration}
"rotate":
var r_target: Variant = raw.get("target", "self")
var degrees: Variant = raw.get("degrees")
var axis: Variant = raw.get("axis", "y")
var r_duration: Variant = _parse_duration(raw.get("duration", DEFAULT_MOVE_DURATION))
if not (r_target is String) or not VALID_TARGETS.has(r_target):
rejected_rules.append("rotate has invalid target: %s" % str(r_target))
return {}
if not _is_number(degrees) or absf(float(degrees)) > MAX_DEGREES:
rejected_rules.append("rotate has invalid degrees: %s" % str(degrees))
return {}
if not (axis is String) or not VALID_AXES.has(axis):
rejected_rules.append("rotate has invalid axis: %s" % str(axis))
return {}
if r_duration == null:
rejected_rules.append("rotate has invalid duration: %s" % str(raw.get("duration")))
return {}
return {"verb": "rotate", "target": r_target, "degrees": float(degrees), "axis": axis, "duration": r_duration}
"spawn_from_catalog":
var catalog_id: Variant = raw.get("catalog_id")
var position: Variant = _parse_vector3(raw.get("position"), MAX_OFFSET_MAGNITUDE)
if not _is_valid_id_string(catalog_id):
rejected_rules.append("spawn_from_catalog has invalid catalog_id: %s" % str(catalog_id))
return {}
if position == null:
rejected_rules.append("spawn_from_catalog has invalid position: %s" % str(raw.get("position")))
return {}
return {"verb": "spawn_from_catalog", "catalog_id": catalog_id, "position": position}
"set_timer":
var timer_name: Variant = raw.get("name")
var seconds: Variant = raw.get("seconds")
if not _is_valid_id_string(timer_name):
rejected_rules.append("set_timer has invalid name: %s" % str(timer_name))
return {}
if not _is_number(seconds) or float(seconds) <= 0.0 or float(seconds) > MAX_TIMER_SECONDS:
rejected_rules.append("set_timer has invalid seconds: %s" % str(seconds))
return {}
return {"verb": "set_timer", "name": timer_name, "seconds": float(seconds)}
# Unreachable given the VALID_VERBS check above.
return {}
# ---------------------------------------------------------------------------
# Scalar validation helpers
# ---------------------------------------------------------------------------
func _is_number(v: Variant) -> bool:
return v is int or v is float
## A "plain scalar" -- the only shapes a condition/action value is ever
## allowed to be. Deliberately excludes Dictionary, Array, Object, Callable,
## Node, Resource -- there is no representable way for UGC data to hand the
## interpreter anything but a bare String/int/float/bool.
func _is_scalar(v: Variant) -> bool:
return v is String or v is int or v is float or v is bool
## Identifiers (item ids, sound ids, catalog ids, flag/timer names) are
## always plain, short, non-empty strings -- never used as a path, never
## passed to load()/call() directly, only ever looked up as a Dictionary
## key against a trusted, code-defined table.
func _is_valid_id_string(v: Variant) -> bool:
if not (v is String):
return false
var s: String = v
return not s.is_empty() and s.length() <= MAX_STRING_LEN
func _parse_duration(raw: Variant) -> Variant:
if not _is_number(raw):
return null
var d: float = clampf(float(raw), MIN_DURATION, MAX_DURATION)
return d
## Parses a JSON array of exactly 3 numbers into a Vector3. Returns null
## (never a partially-applied Vector3) on anything else.
func _parse_vector3(raw: Variant, max_component: float) -> Variant:
if not (raw is Array) or (raw as Array).size() != 3:
return null
var comps: Array = []
for c in (raw as Array):
if not _is_number(c) or absf(float(c)) > max_component:
return null
comps.append(float(c))
return Vector3(comps[0], comps[1], comps[2])
+459
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@@ -0,0 +1,459 @@
class_name ScriptInterpreterNode
extends Node3D
## Trusted interpreter for a [ScriptBehavior] attached to a world object.
##
## This is the **only** code that ever executes a ScriptBehavior's rules.
## The rule data (ScriptBehavior / ScriptRule) is plain JSON-shaped
## Dictionaries -- it is never handed to `eval`, never passed through
## [Expression], and never used to call a method by a name that came from
## the data. Every verb is dispatched through an explicit `match` in
## [method _execute_action], and every argument reaches the engine only
## after [ScriptBehavior] has validated it's a plain scalar / 3-vector and
## this class has resolved it through a fixed, code-defined path (a
## Dictionary lookup on a whitelisted catalog, a child node named
## "Inventory", etc). There is no reachable path from rule data to
## OS/FileAccess/networking/ClassDB/Callable. See
## docs/architecture/scripting_sandbox.md §3.1 for the design rationale.
##
## ## Usage
##
## Attach this script directly to the Node3D that represents the object in
## the scene (see the "ScriptedChest" node in scenes/worlds/test_level.tscn
## for a worked example). Either set [member behavior_path] (loaded on
## [method _ready]) or call [method set_behavior] directly with an
## already-parsed [ScriptBehavior] (e.g. from tests).
##
## Triggers:
## - `on_interact`: player presses the "interact" action while within
## [member interact_radius] of this node.
## - `on_enter`: fires once, edge-triggered, when a player's body starts
## overlapping this node's trigger volume.
## - `on_touch`: fires every physics frame while a player's body is
## overlapping this node's trigger volume (continuous contact).
## - `on_timer`: fires on a repeating interval regardless of any player,
## via a dedicated [Timer] child per on_timer rule.
# Sibling scripting scripts are referenced via preload rather than by their
# global class_name so this module parses correctly from a bare/cold
# compile -- see the note in script_behavior.gd.
const ScriptBehaviorClass := preload("res://scripts/scripting/script_behavior.gd")
const SpawnCatalogClass := preload("res://scripts/scripting/spawn_catalog.gd")
const PlayerInventoryClass := preload("res://scripts/scripting/player_inventory.gd")
## Emitted every time a verb actually executes, for observability/tests.
## `args` is the normalized action Dictionary that was executed.
signal verb_executed(verb: String, args: Dictionary)
## Emitted for every rule ScriptBehavior rejected at parse time (so callers
## can surface this in an editor / moderation tool).
signal rule_rejected(reason: String)
## JSON file to load the behavior from, if [member behavior] isn't set
## directly before this node enters the tree.
@export var behavior_path: String = ""
## How close (metres) a player must be for `on_interact` and to count as
## "in range" for the interact input check.
@export var interact_radius: float = 2.5
## Collision layer bit the player's body is on (see scenes/player.tscn --
## Player.collision_layer = 2). Used as this node's trigger Area3D's
## collision_mask so it only ever notices players, nothing else.
@export var player_collision_mask: int = 2
## The parsed behavior this node interprets. Set directly (tests) or leave
## null and set [member behavior_path] to load one on [method _ready].
var behavior: ScriptBehaviorClass = null
var _area: Area3D = null
var _players_in_range: Array[Node] = []
var _entered_once: Dictionary = {} # body instance id (int) -> true
# Local, per-object whitelisted state store (see docs/architecture/
# scripting_sandbox.md §4 open question re: static analysis of "what a
# script can possibly do" -- flags/timers are always plain scalars here).
var _flags: Dictionary = {} # name (String) -> scalar
var _timers: Dictionary = {} # name (String) -> {"remaining": float, "active": bool}
var _timer_nodes: Array[Timer] = []
var _spawn_catalog: SpawnCatalogClass = null
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
if behavior == null and not behavior_path.is_empty():
behavior = ScriptBehaviorClass.load_from_file(behavior_path)
_apply_loaded_behavior()
## Assign an already-parsed behavior (e.g. from a test, or built inline
## rather than loaded from a file). Safe to call before or after this node
## enters the tree.
func set_behavior(new_behavior: ScriptBehaviorClass) -> void:
behavior = new_behavior
if is_inside_tree():
_apply_loaded_behavior()
func _apply_loaded_behavior() -> void:
if behavior == null:
return
for msg in behavior.rejected_rules:
push_warning("ScriptInterpreterNode(%s): rejected rule -- %s" % [name, msg])
rule_rejected.emit(msg)
_setup_area()
_setup_timers()
func _setup_area() -> void:
if _area != null:
_area.queue_free()
_area = null
_area = Area3D.new()
_area.name = "_ScriptTriggerArea"
_area.collision_layer = 0
_area.collision_mask = player_collision_mask
_area.monitoring = true
_area.monitorable = false
var shape := CollisionShape3D.new()
var sphere := SphereShape3D.new()
sphere.radius = interact_radius
shape.shape = sphere
_area.add_child(shape)
add_child(_area)
_area.body_entered.connect(_on_body_entered)
_area.body_exited.connect(_on_body_exited)
func _setup_timers() -> void:
for t in _timer_nodes:
if is_instance_valid(t):
t.queue_free()
_timer_nodes.clear()
if behavior == null:
return
for rule in behavior.rules:
if rule.trigger_type != "on_timer":
continue
var timer := Timer.new()
timer.wait_time = rule.trigger_interval
timer.autostart = true
timer.one_shot = false
# Tied to the fixed physics step (not idle/process delta) so
# on_timer fires deterministically off the simulation clock,
# matching physics_ticks_per_second (see project.godot §physics)
# rather than however fast the host happens to be rendering.
timer.process_callback = Timer.TIMER_PROCESS_PHYSICS
add_child(timer)
timer.timeout.connect(_on_rule_timer_timeout.bind(rule))
_timer_nodes.append(timer)
# ---------------------------------------------------------------------------
# Trigger sources
# ---------------------------------------------------------------------------
func _is_player_body(body: Node) -> bool:
# Player carries a global class_name (scripts/player.gd); this stays a
# plain `is` check against a known engine/script type, never a
# data-driven dispatch.
return body is CharacterBody3D and body.has_node("Inventory")
func _on_body_entered(body: Node) -> void:
if not _is_player_body(body):
return
if not _players_in_range.has(body):
_players_in_range.append(body)
var id := body.get_instance_id()
if not _entered_once.has(id):
_entered_once[id] = true
fire("on_enter", body)
func _on_body_exited(body: Node) -> void:
_players_in_range.erase(body)
_entered_once.erase(body.get_instance_id())
func _unhandled_input(event: InputEvent) -> void:
if _players_in_range.is_empty():
return
if event.is_action_pressed("interact") and not event.is_echo():
fire("on_interact", _players_in_range[0])
func _on_rule_timer_timeout(rule) -> void:
_fire_rule(rule, null)
func _physics_process(delta: float) -> void:
# Continuous on_touch contact -- checked every physics frame while
# overlapping, unlike the edge-triggered on_enter above.
if behavior != null and _area != null:
for body in _area.get_overlapping_bodies():
if _is_player_body(body):
fire("on_touch", body)
# Tick down local timers set via the set_timer verb.
for t_name in _timers.keys():
var t: Dictionary = _timers[t_name]
if t.get("active", false):
t["remaining"] = maxf(0.0, float(t.get("remaining", 0.0)) - delta)
if t["remaining"] <= 0.0:
t["active"] = false
_timers[t_name] = t
# ---------------------------------------------------------------------------
# Public firing API -- this is what every trigger source above calls, and
# what a test can call directly to exercise a rule deterministically.
# ---------------------------------------------------------------------------
## Fire every rule of the given trigger type whose conditions currently
## hold, in order. `player` is the entity that caused the trigger (may be
## null for `on_timer`, which has no player context).
func fire(trigger_type: String, player: Node) -> void:
if behavior == null:
return
for rule in behavior.rules:
if rule.trigger_type == trigger_type:
_fire_rule(rule, player)
func _fire_rule(rule, player: Node) -> void:
if not _conditions_met(rule.conditions, player):
return
for action in rule.actions:
_execute_action(action, player)
# ---------------------------------------------------------------------------
# Condition evaluation -- reads only the small whitelisted state store
# (item counts via a player's Inventory, local flags, local timer state).
# No expression evaluation, no arbitrary field access.
# ---------------------------------------------------------------------------
func _conditions_met(conditions: Array[Dictionary], player: Node) -> bool:
for cond in conditions:
if not _eval_condition(cond, player):
return false
return true
func _eval_condition(cond: Dictionary, player: Node) -> bool:
var op: String = cond.get("op", "")
var expected: Variant = cond.get("value")
var actual: Variant = null
match cond.get("type", ""):
"item_count":
var inv := _get_inventory(player)
if inv == null:
return false
actual = inv.get_count(cond.get("item_id", ""))
"flag":
actual = _flags.get(cond.get("name", ""), false)
"timer_active":
var t: Dictionary = _timers.get(cond.get("name", ""), {})
actual = t.get("active", false)
"timer_remaining":
var tr: Dictionary = _timers.get(cond.get("name", ""), {})
actual = tr.get("remaining", 0.0)
_:
return false
return _compare(actual, op, expected)
func _compare(actual: Variant, op: String, expected: Variant) -> bool:
match op:
"==":
return actual == expected
"!=":
return actual != expected
"<", "<=", ">", ">=":
if not ((actual is int or actual is float) and (expected is int or expected is float)):
return false
var a: float = float(actual)
var b: float = float(expected)
match op:
"<":
return a < b
"<=":
return a <= b
">":
return a > b
">=":
return a >= b
return false
## Set a local flag on this object's whitelisted state store. Not driven by
## any ScriptBehavior verb yet (the verb list in the task spec has no
## setter) -- exposed for forward compatibility / tests exercising `flag`
## conditions without needing a real gameplay event to set one.
func set_flag(flag_name: String, value: Variant) -> void:
if not (value is String or value is int or value is float or value is bool):
return
_flags[flag_name] = value
# ---------------------------------------------------------------------------
# Verb dispatch -- the entire attack surface this system deliberately does
# NOT have. Every branch is a fixed, hand-written function; nothing here is
# ever `call()`-ed by a name that came from data.
# ---------------------------------------------------------------------------
func _execute_action(action: Dictionary, player: Node) -> void:
match action.get("verb", ""):
"give_item":
_act_give_item(action, player)
"play_sound":
_act_play_sound(action, player)
"move":
_act_move(action, player)
"rotate":
_act_rotate(action, player)
"spawn_from_catalog":
_act_spawn_from_catalog(action, player)
"set_timer":
_act_set_timer(action, player)
_:
# Unreachable in practice -- ScriptBehavior rejects unknown
# verbs at parse time, so this branch should never see a rule
# at all. Fail safe (do nothing) if it somehow does.
push_warning("ScriptInterpreterNode(%s): refused to run unknown verb '%s'" % [name, str(action.get("verb"))])
func _resolve_target(target: String, player: Node) -> Node3D:
match target:
"self":
return self
"player":
return player if player is Node3D else null
return null
func _get_inventory(player: Node) -> PlayerInventoryClass:
if player == null:
return null
var inv: Node = player.get_node_or_null("Inventory")
if inv is PlayerInventoryClass:
return inv as PlayerInventoryClass
return null
func _act_give_item(action: Dictionary, player: Node) -> void:
var inv := _get_inventory(player)
if inv == null:
push_warning("ScriptInterpreterNode(%s): give_item has no player Inventory to target" % name)
return
inv.give_item(action.get("item_id", ""), int(action.get("count", 0)))
verb_executed.emit("give_item", action)
func _act_play_sound(action: Dictionary, _player: Node) -> void:
# No real audio asset catalog exists in this repo yet. The verb still
# runs through a real, trusted playback path -- attempting to resolve
# and play a stream when one is registered -- so it's not a no-op
# pretending to be a verb; it's just that today's trusted sound table
# is empty. `sound_id` is only ever used as a key into that trusted,
# code-defined table below, never as a path handed to load() directly.
var sound_id: String = action.get("sound_id", "")
var stream_path: String = _TRUSTED_SOUND_TABLE.get(sound_id, "")
if not stream_path.is_empty() and ResourceLoader.exists(stream_path):
var stream: Resource = load(stream_path)
if stream is AudioStream:
var player_node := AudioStreamPlayer3D.new()
player_node.stream = stream
add_child(player_node)
player_node.finished.connect(player_node.queue_free)
player_node.play()
verb_executed.emit("play_sound", action)
## Trusted, code-defined mapping from sound_id -> resource path. Rule data
## supplies only the key; this table (not the data) decides what actually
## plays. Empty for now -- no sound assets exist in this repo yet.
const _TRUSTED_SOUND_TABLE: Dictionary = {}
func _act_move(action: Dictionary, player: Node) -> void:
var target_node := _resolve_target(action.get("target", "self"), player)
if target_node == null:
push_warning("ScriptInterpreterNode(%s): move has no valid target" % name)
return
var offset: Vector3 = action.get("offset", Vector3.ZERO)
var duration: float = float(action.get("duration", ScriptBehaviorClass.DEFAULT_MOVE_DURATION))
var dest: Vector3 = target_node.global_position + offset
var tween := target_node.create_tween()
tween.tween_property(target_node, "global_position", dest, duration)
verb_executed.emit("move", action)
func _act_rotate(action: Dictionary, player: Node) -> void:
var target_node := _resolve_target(action.get("target", "self"), player)
if target_node == null:
push_warning("ScriptInterpreterNode(%s): rotate has no valid target" % name)
return
var degrees: float = float(action.get("degrees", 0.0))
var axis: String = action.get("axis", "y")
var duration: float = float(action.get("duration", ScriptBehaviorClass.DEFAULT_MOVE_DURATION))
var delta_rot := Vector3.ZERO
match axis:
"x":
delta_rot.x = degrees
"y":
delta_rot.y = degrees
"z":
delta_rot.z = degrees
var dest: Vector3 = target_node.rotation_degrees + delta_rot
var tween := target_node.create_tween()
tween.tween_property(target_node, "rotation_degrees", dest, duration)
verb_executed.emit("rotate", action)
func _act_spawn_from_catalog(action: Dictionary, _player: Node) -> void:
if _spawn_catalog == null:
_spawn_catalog = SpawnCatalogClass.new()
_spawn_catalog.load_catalog()
var catalog_id: String = action.get("catalog_id", "")
var entry: Dictionary = _spawn_catalog.resolve(catalog_id)
if entry.is_empty():
push_warning("ScriptInterpreterNode(%s): spawn_from_catalog unknown catalog_id '%s'" % [name, catalog_id])
return
var asset_id: String = entry.get("asset_id", "")
var position: Vector3 = action.get("position", Vector3.ZERO)
# Both WorldObject and DynamicObjectNode carry a global class_name and
# are already relied on elsewhere in the project (scripts/chunk_scene.gd)
# without preloading -- consistent with that existing convention.
var obj := WorldObject.new(
"spawned_%d" % Time.get_ticks_usec(), "prop", asset_id,
position, Vector4(0, 0, 0, 1), Vector3.ONE, {}, true
)
var node := DynamicObjectNode.new()
node.world_object = obj
node.position = position
node.name = "spawned_%s" % obj.id
var host := get_parent() if get_parent() != null else get_tree().current_scene
if host != null:
host.add_child(node)
verb_executed.emit("spawn_from_catalog", action)
func _act_set_timer(action: Dictionary, _player: Node) -> void:
var timer_name: String = action.get("name", "")
var seconds: float = float(action.get("seconds", 0.0))
_timers[timer_name] = {"remaining": seconds, "active": true}
verb_executed.emit("set_timer", action)
+32
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@@ -0,0 +1,32 @@
class_name ScriptRule
extends RefCounted
## One parsed, validated rule: WHEN [trigger] IF [conditions] THEN [actions].
##
## Rules are parsed once, by [ScriptBehavior], from a plain [Dictionary] that
## ultimately comes from untrusted UGC data (a JSON file on disk, or a dict
## embedded in a [WorldObject]'s `properties`). Every field on this class is
## a plain scalar (String/int/float/bool) or a small [Dictionary]/[Array] of
## scalars -- never a [Callable], a [Script], a [Node] reference, or anything
## else the data could use to reach into the engine. [ScriptInterpreterNode]
## is the only code that reads these fields, and it does so through an
## explicit `match` over a fixed whitelist -- see script_interpreter.gd.
##
## See docs/architecture/scripting_sandbox.md for why the data format has to
## look like this (no eval, no Expression, no call-by-name).
## One of "on_interact", "on_enter", "on_touch", "on_timer".
var trigger_type: String = ""
## Only meaningful when trigger_type == "on_timer": seconds between firings.
var trigger_interval: float = 0.0
## Normalized condition dicts. Each has a "type" (one of
## ScriptBehavior.VALID_CONDITION_TYPES), an "op" (one of
## ScriptBehavior.VALID_OPS) and scalar operands -- see script_behavior.gd
## for the exact per-type shape.
var conditions: Array[Dictionary] = []
## Normalized action dicts. Each has a "verb" (one of
## ScriptBehavior.VALID_VERBS) and scalar arguments -- see
## script_behavior.gd for the exact per-verb shape.
var actions: Array[Dictionary] = []
+55
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@@ -0,0 +1,55 @@
class_name SpawnCatalog
extends RefCounted
## Catalog of spawnable object templates for ScriptBehavior's
## `spawn_from_catalog` verb.
##
## Mirrors the loading convention of [AvatarCatalog]
## (assets/avatars/catalog.json / scripts/avatar/avatar_catalog.gd) --
## a data-driven JSON manifest, loaded once, looked up by id.
##
## Crucially, a ScriptBehavior rule only ever supplies a `catalog_id`
## *key* -- never a resource path. The mapping from key to actual asset
## path lives entirely in this trusted, code-shipped JSON file. A
## malicious/malformed catalog_id in UGC data just fails to resolve
## ([method resolve] returns an empty Dictionary); there's no way for the
## data to point anywhere else.
var _catalog: Dictionary = {}
var _loaded: bool = false
var _catalog_path: String = "res://assets/scripting/spawn_catalog.json"
## Load the catalog from disk. Call this before any lookups.
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("templates"):
return ERR_INVALID_DATA
_catalog = (result as Dictionary)["templates"]
_loaded = true
return OK
func is_loaded() -> bool:
return _loaded
## Resolve a catalog_id to its template Dictionary ({} if unknown/unloaded).
func resolve(catalog_id: String) -> Dictionary:
if not _loaded:
return {}
return _catalog.get(catalog_id, {})
func has_template(catalog_id: String) -> bool:
return _loaded and _catalog.has(catalog_id)
+462
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@@ -0,0 +1,462 @@
extends SceneTree
## Smoke test for the ScriptBehavior DSL + ScriptInterpreterNode.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_script_behavior.gd
##
## Covers, in order:
## 1. Parsing/validation: a well-formed behavior parses cleanly; malformed
## or unsafe rules (unknown verb, unknown trigger, non-scalar
## arguments meant to smuggle something unsafe, unknown condition
## type/op) are rejected at parse time and never make it into
## `rules` -- never partially applied.
## 2. A behavior mixing one bad rule with one good rule in the same file:
## the good rule still parses and still executes; the bad rule is
## dropped, not silently run.
## 3. The real demo wired into scenes/worlds/test_level.tscn
## ("ScriptedChest"): loading scenes/game.tscn actually gets a
## ScriptInterpreterNode with the demo behavior loaded, a Player with
## a real Inventory, and pressing the real "interact" action while in
## range actually runs give_item / play_sound / rotate -- proven by
## observing the Inventory's item count change and the interpreter's
## verb_executed signal, not by calling private methods directly.
const ScriptBehaviorClass := preload("res://scripts/scripting/script_behavior.gd")
const ScriptInterpreterNodeClass := preload("res://scripts/scripting/script_interpreter.gd")
const PlayerInventoryClass := preload("res://scripts/scripting/player_inventory.gd")
const DynamicObjectNodeClass := preload("res://scripts/dynamic_object_node.gd")
var passed := 0
var failed := 0
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
_test_valid_behavior_parses()
_test_malformed_rules_are_rejected()
_test_mixed_good_and_bad_rules()
await _test_on_timer_trigger()
_test_condition_gating()
await _test_remaining_verbs()
await _test_wired_demo_in_game_scene()
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)
# ---------------------------------------------------------------------------
# 1. A well-formed behavior parses cleanly.
# ---------------------------------------------------------------------------
func _test_valid_behavior_parses() -> void:
print("--- valid behavior parses cleanly ---")
var data := {
"rules": [
{
"trigger": {"type": "on_interact"},
"conditions": [],
"actions": [
{"verb": "give_item", "item_id": "gold_coin", "count": 3},
{"verb": "play_sound", "sound_id": "chime"},
],
}
]
}
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
_check("valid behavior has exactly one rule", behavior.rules.size() == 1)
_check("valid behavior has no rejected rules", behavior.rejected_rules.is_empty())
# ---------------------------------------------------------------------------
# 2. Malformed / unsafe rules never make it into `rules`.
# ---------------------------------------------------------------------------
func _test_malformed_rules_are_rejected() -> void:
print("--- malformed/unsafe rules are safely rejected, not executed ---")
# Unknown verb -- e.g. an attempt to invoke something outside the
# whitelist entirely.
_expect_rejected("unknown verb", {
"rules": [{
"trigger": {"type": "on_interact"}, "conditions": [],
"actions": [{"verb": "os_execute", "command": "rm -rf /"}],
}]
})
# Unknown trigger type.
_expect_rejected("unknown trigger type", {
"rules": [{
"trigger": {"type": "on_explode"}, "conditions": [],
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
}]
})
# on_timer with a missing/invalid interval.
_expect_rejected("on_timer missing interval", {
"rules": [{
"trigger": {"type": "on_timer"}, "conditions": [],
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
}]
})
# Attempt to smuggle a non-scalar (a nested object, the shape an
# engine-reaching payload would need) as an item_id.
_expect_rejected("non-scalar item_id", {
"rules": [{
"trigger": {"type": "on_interact"}, "conditions": [],
"actions": [{"verb": "give_item", "item_id": {"call": "OS.execute"}, "count": 1}],
}]
})
# Negative/absurd count.
_expect_rejected("out-of-range count", {
"rules": [{
"trigger": {"type": "on_interact"}, "conditions": [],
"actions": [{"verb": "give_item", "item_id": "x", "count": -5}],
}]
})
# Invalid target (not "self"/"player").
_expect_rejected("invalid move target", {
"rules": [{
"trigger": {"type": "on_interact"}, "conditions": [],
"actions": [{"verb": "move", "target": "world_root", "offset": [0, 1, 0]}],
}]
})
# Unknown condition type/op.
_expect_rejected("unknown condition type", {
"rules": [{
"trigger": {"type": "on_interact"},
"conditions": [{"type": "player_health", "op": "==", "value": 100}],
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
}]
})
_expect_rejected("unknown condition op", {
"rules": [{
"trigger": {"type": "on_interact"},
"conditions": [{"type": "item_count", "item_id": "x", "op": "~=", "value": 1}],
"actions": [{"verb": "give_item", "item_id": "x", "count": 1}],
}]
})
# Missing actions entirely.
_expect_rejected("empty actions array", {
"rules": [{"trigger": {"type": "on_interact"}, "conditions": [], "actions": []}]
})
# No "rules" key at all.
_expect_rejected("missing top-level rules key", {"not_rules": []})
func _expect_rejected(label: String, data: Dictionary) -> void:
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
_check("%s -> zero rules parsed" % label, behavior.rules.is_empty())
_check("%s -> rejection reason recorded" % label, not behavior.rejected_rules.is_empty())
# ---------------------------------------------------------------------------
# 2b. A bad rule alongside a good rule in the SAME behavior: the good one
# still parses and still runs; the bad one is dropped, not run "best
# effort" and not blocking the good rule either.
# ---------------------------------------------------------------------------
func _test_mixed_good_and_bad_rules() -> void:
print("--- one bad rule does not block or corrupt a sibling good rule ---")
var data := {
"rules": [
{
# Bad: unknown verb, should be dropped silently.
"trigger": {"type": "on_interact"}, "conditions": [],
"actions": [{"verb": "eval", "code": "OS.execute('id', [])"}],
},
{
# Good: should parse and, when fired, actually run.
"trigger": {"type": "on_interact"}, "conditions": [],
"actions": [{"verb": "give_item", "item_id": "mixed_test_item", "count": 2}],
},
]
}
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
_check("mixed behavior kept only the good rule", behavior.rules.size() == 1)
_check("mixed behavior recorded the bad rule's rejection", not behavior.rejected_rules.is_empty())
var interpreter := ScriptInterpreterNodeClass.new()
interpreter.set_behavior(behavior)
root.add_child(interpreter)
var fake_player := Node3D.new()
fake_player.name = "FakePlayer"
var inv := PlayerInventoryClass.new()
inv.name = "Inventory"
fake_player.add_child(inv)
root.add_child(fake_player)
interpreter.fire("on_interact", fake_player)
_check("the surviving good rule actually executed", inv.get_count("mixed_test_item") == 2)
interpreter.queue_free()
fake_player.queue_free()
# ---------------------------------------------------------------------------
# 3b. on_timer actually fires on its own, with no player/interact/touch
# involved at all -- driven purely by a real Timer node ticking down.
# ---------------------------------------------------------------------------
func _test_on_timer_trigger() -> void:
print("--- on_timer fires repeatedly on its own ---")
var data := {
"rules": [{
"trigger": {"type": "on_timer", "interval": 0.05},
"conditions": [],
"actions": [{"verb": "set_timer", "name": "ticked", "seconds": 60}],
}]
}
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
_check("on_timer behavior parsed", behavior.rules.size() == 1)
var interpreter := ScriptInterpreterNodeClass.new()
interpreter.set_behavior(behavior)
root.add_child(interpreter)
# A plain int captured by a lambda is captured by value in GDScript
# closures (the outer variable never sees the mutation) -- an Array's
# *reference* is what gets captured, so appends are visible outside.
var fire_log: Array = []
interpreter.verb_executed.connect(func(_verb, _args): fire_log.append(true))
for i in 30:
await physics_frame
_check("on_timer fired at least once with no trigger source but time",
fire_log.size() >= 1)
interpreter.queue_free()
# ---------------------------------------------------------------------------
# 4. Conditions actually gate execution (not just parse).
# ---------------------------------------------------------------------------
func _test_condition_gating() -> void:
print("--- conditions gate whether an action runs ---")
var data := {
"rules": [{
"trigger": {"type": "on_interact"},
"conditions": [{"type": "item_count", "item_id": "key", "op": ">=", "value": 1}],
"actions": [{"verb": "give_item", "item_id": "treasure", "count": 1}],
}]
}
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
_check("conditioned behavior parsed", behavior.rules.size() == 1)
var interpreter := ScriptInterpreterNodeClass.new()
interpreter.set_behavior(behavior)
root.add_child(interpreter)
var fake_player := Node3D.new()
var inv := PlayerInventoryClass.new()
inv.name = "Inventory"
fake_player.add_child(inv)
root.add_child(fake_player)
interpreter.fire("on_interact", fake_player)
_check("condition not met -> action did not run", inv.get_count("treasure") == 0)
inv.give_item("key", 1)
interpreter.fire("on_interact", fake_player)
_check("condition met -> action ran", inv.get_count("treasure") == 1)
interpreter.queue_free()
fake_player.queue_free()
# ---------------------------------------------------------------------------
# 2c. The remaining three verbs (move, spawn_from_catalog, set_timer) plus
# the timer_active condition -- not exercised by the wired chest demo
# (which only needs give_item/play_sound/rotate), so each gets a direct
# check here that it actually does something real.
# ---------------------------------------------------------------------------
func _test_remaining_verbs() -> void:
print("--- move / spawn_from_catalog / set_timer + timer_active condition ---")
var data := {
"rules": [
{
# Only grants the item while the "cooldown" timer is NOT
# active -- proves timer_active is actually read back.
"trigger": {"type": "on_interact"},
"conditions": [{"type": "timer_active", "name": "cooldown", "op": "==", "value": false}],
"actions": [{"verb": "give_item", "item_id": "cooldown_test_item", "count": 1}],
},
{
"trigger": {"type": "on_interact"},
"conditions": [],
"actions": [
{"verb": "set_timer", "name": "cooldown", "seconds": 10},
{"verb": "move", "target": "self", "offset": [0, 0, -2], "duration": 0.2},
{"verb": "spawn_from_catalog", "catalog_id": "small_crate", "position": [5, 0, 5]},
],
},
]
}
var behavior: ScriptBehaviorClass = ScriptBehaviorClass.load_from_dict(data)
_check("remaining-verbs behavior parsed with no rejections", behavior.rejected_rules.is_empty())
var interpreter := ScriptInterpreterNodeClass.new()
interpreter.set_behavior(behavior)
root.add_child(interpreter)
var start_position: Vector3 = interpreter.position
var fake_player := Node3D.new()
var inv := PlayerInventoryClass.new()
inv.name = "Inventory"
fake_player.add_child(inv)
root.add_child(fake_player)
# First trigger: cooldown isn't active yet -> item granted, then the
# second rule starts the cooldown timer and moves/spawns.
interpreter.fire("on_interact", fake_player)
_check("give_item ran while timer_active was false",
inv.get_count("cooldown_test_item") == 1)
# Second trigger, same frame: set_timer's effect must already be
# visible to a condition evaluated afterward -- this is the whole
# point of the timer_active/timer_remaining state store existing.
interpreter.fire("on_interact", fake_player)
_check("give_item did NOT run again once the cooldown timer was active",
inv.get_count("cooldown_test_item") == 1)
# move() animates over a real Tween, not a teleport -- wait it out.
for i in 20:
await physics_frame
var moved: Vector3 = interpreter.position
_check("move actually relocated the object (not instantly, via a Tween)",
moved.distance_to(start_position + Vector3(0, 0, -2)) < 0.05)
# spawn_from_catalog should have added a real DynamicObjectNode sibling.
var spawned: Node = null
for child in root.get_children():
if child is DynamicObjectNodeClass and (child as Node).name.begins_with("spawned_"):
spawned = child
_check("spawn_from_catalog actually added a DynamicObjectNode to the tree", spawned != null)
if spawned != null:
var dyn := spawned as DynamicObjectNodeClass
_check("spawned object resolved asset_id via the trusted catalog (not the raw data)",
dyn.world_object != null and dyn.world_object.asset_id == "props/crate_small.glb")
_check("spawned object placed at the requested position",
dyn.position.distance_to(Vector3(5, 0, 5)) < 0.01)
spawned.queue_free()
interpreter.queue_free()
fake_player.queue_free()
# ---------------------------------------------------------------------------
# 3. The real demo wired into the actual playable scene.
# ---------------------------------------------------------------------------
func _test_wired_demo_in_game_scene() -> void:
print("--- real demo: ScriptedChest in scenes/worlds/test_level.tscn via scenes/game.tscn ---")
var packed: PackedScene = load("res://scenes/game.tscn")
var result := change_scene_to_packed(packed)
if not _check("game scene loaded", result == OK):
return
await scene_changed
var game: Node3D = current_scene as Node3D
var player: Node = game.get_node_or_null("Player")
if not _check("Player exists in loaded scene", player is CharacterBody3D):
return
var inventory: Node = player.get_node_or_null("Inventory")
if not _check("Player has a real Inventory node", inventory is PlayerInventoryClass):
return
var chest: Node = game.get_node_or_null("Level/ScriptedChest")
if not _check("ScriptedChest exists in the level", chest != null):
return
if not _check("ScriptedChest has the ScriptInterpreterNode script", chest is ScriptInterpreterNodeClass):
return
var interpreter: ScriptInterpreterNodeClass = chest as ScriptInterpreterNodeClass
# Let _ready() load the behavior and build its Area3D/timers.
await process_frame
_check("ScriptedChest's behavior loaded from disk", interpreter.behavior != null)
if interpreter.behavior != null:
_check("demo_chest.json parsed with no rejected rules",
interpreter.behavior.rejected_rules.is_empty())
var executed_verbs: Array[String] = []
interpreter.verb_executed.connect(func(verb, _args): executed_verbs.append(verb))
# Let physics settle: the player falls onto the ground and the
# ScriptedChest's trigger Area3D needs a few physics frames to notice
# the overlap before the interact key check has anyone "in range".
for i in 60:
await physics_frame
var before_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
var before_rot_y: float = interpreter.rotation_degrees.y
# A real input event, exactly like a player pressing E -- not a direct
# call into the interpreter's action methods.
var interact_event := InputEventKey.new()
interact_event.keycode = KEY_E
interact_event.physical_keycode = KEY_E
interact_event.pressed = true
Input.parse_input_event(interact_event)
for i in 10:
await process_frame
var after_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
_check("pressing 'interact' near the chest granted gold_coin via give_item",
after_count == before_count + 3)
_check("give_item actually executed (verb_executed signal)", executed_verbs.has("give_item"))
_check("play_sound actually executed (verb_executed signal)", executed_verbs.has("play_sound"))
_check("rotate actually executed (verb_executed signal)", executed_verbs.has("rotate"))
# rotate animates over 0.4s via a real Tween -- wait it out, then check
# the chest's rotation actually changed (not teleported instantly, but
# not stuck at the start either).
for i in 40:
await physics_frame
var after_rot_y: float = interpreter.rotation_degrees.y
_check("rotate actually moved the chest's rotation",
absf(wrapf(after_rot_y - before_rot_y - 90.0, -180.0, 180.0)) < 1.0)
# Pressing interact again with the player out of a fresh area-entry
# state should still work (rule has no conditions/limits) -- give_item
# is cumulative, proving repeated real triggers keep working.
var interact_event2 := InputEventKey.new()
interact_event2.keycode = KEY_E
interact_event2.physical_keycode = KEY_E
interact_event2.pressed = true
Input.parse_input_event(interact_event2)
for i in 10:
await process_frame
var final_count: int = (inventory as PlayerInventoryClass).get_count("gold_coin")
_check("a second real interact press granted gold_coin again",
final_count == after_count + 3)
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
func _check(description: String, condition: bool) -> bool:
if condition:
print(" PASS: ", description)
passed += 1
else:
printerr(" FAIL: ", description)
failed += 1
return condition