7c37a0dc2f
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
115 lines
4.2 KiB
GDScript
115 lines
4.2 KiB
GDScript
class_name EditorCore
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extends RefCounted
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## Shared, data-native editor core (docs/architecture/editor.md §7.1).
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##
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## Both the in-game editor UI (`scripts/editor/ui/in_game_editor.gd`) and,
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## per the doc's §6.2/§7.3, any future thin dev-plugin surface are meant to
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## sit on top of this single object. It never touches `Control` nodes,
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## HTTP, or the live scene tree -- it only knows about the chunk model,
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## undo/redo, selection, and tools. It owns:
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##
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## - `model` (ChunkEditorModel) the chunk being edited
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## - `undo_redo` (EditorUndoRedoStack) command-pattern history
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## - `selection` (SelectionManager) selected object id
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## - `tools` (ToolRegistry) brush / object_place / select /
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## erase / transform
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## - `catalog` (EditorObjectCatalog, optional) palette source consumed
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## by `object_place`
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##
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## Every mutating public method here (`paint_tile`, `erase_tile`,
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## `place_object`, `delete_object`, `move_object`, `rotate_object`,
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## `scale_object`, `select_object`) is a thin wrapper around `use_tool()` --
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## it goes through `ToolRegistry`, never straight at `ChunkEditorModel`.
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## This is the seam this task's verification bar cares about: UI code and
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## tests mutate the chunk exactly the same way, so a test that calls
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## `core.move_object(...)` is exercising the same code path a player's
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## drag-in-the-viewport would.
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##
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## Persisting the edited chunk to the backend is explicitly **out of
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## scope** here (a sibling task owns the batch-PUT/conflict-handling save
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## path per world_persistence_impl.md) -- `model.encode_binary()` is as far
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## as this class goes.
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var model: ChunkEditorModel
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var undo_redo: EditorUndoRedoStack
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var selection: SelectionManager
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var tools: ToolRegistry
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var catalog: EditorObjectCatalog = null
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func _init(p_model: ChunkEditorModel, p_catalog: EditorObjectCatalog = null) -> void:
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model = p_model
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catalog = p_catalog
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undo_redo = EditorUndoRedoStack.new()
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selection = SelectionManager.new()
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tools = ToolRegistry.new()
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tools.register_tool(BrushTool.new())
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tools.register_tool(ObjectPlaceTool.new())
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tools.register_tool(SelectTool.new())
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tools.register_tool(EraseTool.new())
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tools.register_tool(TransformTool.new())
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tools.set_active_tool("select")
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## Route an action through the named tool. This is the single choke point
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## every mutation (and every convenience wrapper below) goes through.
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func use_tool(tool_id: String, args: Dictionary) -> Variant:
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var tool: EditorTool = tools.get_tool(tool_id)
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if tool == null:
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push_error("EditorCore: unknown tool '%s'" % tool_id)
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return null
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return tool.apply(self, args)
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# ───────── convenience wrappers (all route through use_tool/ToolRegistry) ─────────
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func paint_tile(layer_idx: int, x: int, y: int, tile_id: int, z: int = 0) -> bool:
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return bool(use_tool("brush", {"layer": layer_idx, "x": x, "y": y, "z": z, "tile_id": tile_id}))
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func erase_tile(layer_idx: int, x: int, y: int, z: int = 0) -> bool:
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return bool(use_tool("erase", {"layer": layer_idx, "x": x, "y": y, "z": z}))
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func place_object(catalog_id: String, position: Vector3,
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rotation: Vector4 = Vector4(0, 0, 0, 1), scale: Vector3 = Vector3.ONE) -> String:
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var result: Variant = use_tool("object_place", {
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"catalog_id": catalog_id,
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"position": position,
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"rotation": rotation,
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"scale": scale,
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})
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return result if result is String else ""
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func delete_object(object_id: String) -> bool:
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return bool(use_tool("erase", {"object_id": object_id}))
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func move_object(object_id: String, position: Vector3) -> bool:
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return bool(use_tool("transform", {"object_id": object_id, "op": "move", "value": position}))
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func rotate_object(object_id: String, rotation: Vector4) -> bool:
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return bool(use_tool("transform", {"object_id": object_id, "op": "rotate", "value": rotation}))
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func scale_object(object_id: String, scale: Vector3) -> bool:
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return bool(use_tool("transform", {"object_id": object_id, "op": "scale", "value": scale}))
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func select_object(object_id: String) -> bool:
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return bool(use_tool("select", {"object_id": object_id}))
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func clear_selection() -> void:
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use_tool("select", {})
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func undo() -> bool:
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return undo_redo.undo()
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func redo() -> bool:
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return undo_redo.redo()
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