8822a03f53
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.
18 lines
411 B
JSON
18 lines
411 B
JSON
{
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"content_flags": {
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"violence": "none",
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"mature": false
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},
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"rules": [
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{
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"trigger": {"type": "on_interact"},
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"conditions": [],
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"actions": [
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{"verb": "give_item", "item_id": "gold_coin", "count": 3},
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{"verb": "play_sound", "sound_id": "chest_open"},
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{"verb": "rotate", "target": "self", "degrees": 90, "axis": "y", "duration": 0.4}
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]
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}
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]
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}
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