Initial commit: Fighting_Rthythm_game project setup
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133
addons/godot_mcp/commands/base_command.gd
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133
addons/godot_mcp/commands/base_command.gd
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@tool
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extends Node
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var editor_plugin: EditorPlugin
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## Override in subclasses: return {"method_name": Callable}
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func get_commands() -> Dictionary:
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return {}
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## Helper: return a success result
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func success(data: Dictionary = {}) -> Dictionary:
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return {"result": data}
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## Helper: return an error
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func error(code: int, message: String, data: Dictionary = {}) -> Dictionary:
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var err := {"code": code, "message": message}
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if not data.is_empty():
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err["data"] = data
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return {"error": err}
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## Error codes
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func error_not_found(what: String, suggestion: String = "") -> Dictionary:
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var data := {}
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if suggestion:
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data["suggestion"] = suggestion
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return error(-32001, "%s not found" % what, data)
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func error_invalid_params(message: String) -> Dictionary:
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return error(-32602, message)
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func error_no_scene() -> Dictionary:
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return error(-32000, "No scene is currently open", {"suggestion": "Use open_scene to open a scene first"})
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func error_internal(message: String) -> Dictionary:
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return error(-32603, "Internal error: %s" % message)
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## Get required string param
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func require_string(params: Dictionary, key: String) -> Array:
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if not params.has(key) or not params[key] is String or (params[key] as String).is_empty():
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return [null, error_invalid_params("Missing required parameter: %s" % key)]
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return [params[key] as String, null]
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## Get optional string param with default
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func optional_string(params: Dictionary, key: String, default: String = "") -> String:
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if params.has(key) and params[key] is String:
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return params[key] as String
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return default
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## Get optional bool param with default
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func optional_bool(params: Dictionary, key: String, default: bool = false) -> bool:
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if params.has(key) and params[key] is bool:
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return params[key] as bool
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return default
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## Get optional int param with default
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func optional_int(params: Dictionary, key: String, default: int = 0) -> int:
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if params.has(key):
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return int(params[key])
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return default
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## Get the game process's user data directory.
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## OS.get_user_data_dir() is cached at editor startup and won't reflect
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## project name changes made to project.godot while the editor is running.
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## The game process reads the name from disk, so we must do the same.
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func get_game_user_dir() -> String:
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var cached_dir := OS.get_user_data_dir()
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var cfg := ConfigFile.new()
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var err := cfg.load(ProjectSettings.globalize_path("res://project.godot"))
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if err != OK:
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return cached_dir
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# When use_custom_user_dir=true, editor and game share the same dir
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# (OS.get_user_data_dir() already resolves to the custom path).
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if cfg.get_value("application", "config/use_custom_user_dir", false):
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return cached_dir
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var disk_name = cfg.get_value("application", "config/name", "")
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if typeof(disk_name) != TYPE_STRING or (disk_name as String).is_empty():
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return cached_dir
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# Sanitize exactly like Godot does when computing the default user dir
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# (core/config/project_settings.cpp ProjectSettings::_init).
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var sanitized := (disk_name as String).xml_unescape().validate_filename().replace(".", "_")
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if sanitized.is_empty():
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return cached_dir
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var base_dir := cached_dir.get_base_dir()
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var game_dir := base_dir.path_join(sanitized)
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# Ensure the directory exists (game may not have created it yet)
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if not DirAccess.dir_exists_absolute(game_dir):
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DirAccess.make_dir_recursive_absolute(game_dir)
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return game_dir
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## Get EditorInterface
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func get_editor() -> EditorInterface:
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return editor_plugin.get_editor_interface()
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## Get the edited scene root
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func get_edited_root() -> Node:
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return get_editor().get_edited_scene_root()
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## Get UndoRedo
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func get_undo_redo() -> EditorUndoRedoManager:
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return editor_plugin.get_undo_redo()
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## Find node by path in edited scene
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func find_node_by_path(node_path: String) -> Node:
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var root := get_edited_root()
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if root == null:
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return null
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if node_path == "." or node_path == root.name:
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return root
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# Try relative from root
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if root.has_node(node_path):
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return root.get_node(node_path)
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# Try with root name prefix stripped
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if node_path.begins_with(root.name + "/"):
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var rel := node_path.substr(root.name.length() + 1)
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if root.has_node(rel):
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return root.get_node(rel)
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return null
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