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
42 lines
988 B
GDScript
42 lines
988 B
GDScript
class_name ToolRegistry
|
|
extends RefCounted
|
|
## Registry of `EditorTool` instances, keyed by id
|
|
## (docs/architecture/editor.md §7.1: "brush / object-place / select /
|
|
## erase, etc."). `EditorCore.use_tool()` is the single choke point every
|
|
## chunk mutation goes through -- UI code and tests both call tools by id
|
|
## through here rather than reaching into `ChunkEditorModel` directly.
|
|
|
|
var _tools: Dictionary = {}
|
|
var _active_id: String = ""
|
|
|
|
|
|
func register_tool(tool: EditorTool) -> void:
|
|
_tools[tool.tool_id] = tool
|
|
|
|
|
|
func get_tool(tool_id: String) -> EditorTool:
|
|
return _tools.get(tool_id, null)
|
|
|
|
|
|
func has_tool(tool_id: String) -> bool:
|
|
return _tools.has(tool_id)
|
|
|
|
|
|
func get_tool_ids() -> Array:
|
|
return _tools.keys()
|
|
|
|
|
|
func set_active_tool(tool_id: String) -> bool:
|
|
if not _tools.has(tool_id):
|
|
return false
|
|
_active_id = tool_id
|
|
return true
|
|
|
|
|
|
func get_active_tool_id() -> String:
|
|
return _active_id
|
|
|
|
|
|
func get_active_tool() -> EditorTool:
|
|
return _tools.get(_active_id, null)
|