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.opencode/package-lock.json
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164
.opencode/plans/kq4-room-navigator.md
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164
.opencode/plans/kq4-room-navigator.md
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---
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model: "auto"
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kill: ["alpha-mask-creator"]
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date_introduced: 2026-04-28
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---
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# Plan: kq4-room-navigator Skill (AI Agent Room Pathfinding via Godot MCP)
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## Context
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The game has ~96 rooms connected by TransitionPiece nodes. Each room's `.tscn` file defines its exits: node name (destination room), target UID, appear_at_node, label, and polygon coordinates. Room scripts connect the `interacted` signal to handlers that call `default_script()` on the transition piece, triggering a 3-step animated sequence (walk to exit → fade/swap scenes → walk to entrance in new room).
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The custom MCP server (`scripts/mcp_interaction_server.gd`) runs as an autoload at TCP port 9090 with ~80 commands including `eval` (arbitrary GDScript execution), `click`, `screenshot`, `get_scene_tree`, `get_property`, and `wait`. No Python client exists yet.
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**Key constraint**: Full runtime discovery via `eval` is fragile — instantiating .tscn files for graph discovery triggers script execution (`_ready()`) which references autoload singletons (ActionState, GameScript), causing errors when rooms aren't fully set up. **Solution**: Use targeted `find_nodes_by_class` MCP command for the currently-loaded room, and file parsing for global graph construction (leveraging existing `scripts/check_transitions.py`).
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## Approach
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Build a Python tool (`tools/kq4_room_navigator.py`) that:
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1. Parses `.tscn` files to build complete room adjacency graph (reuse logic from `check_transitions.py`)
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2. Runs BFS pathfinding between start and destination rooms
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3. Connects to the MCP server on port 9090 for live navigation
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4. Uses `eval` to compute click coordinates within TransitionPiece polygons in the running game
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5. Executes step-by-step clicks with screenshot verification after each transition
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The SKILL.md guides an AI agent through: starting Godot, invoking the tool, and optionally verifying steps manually with MCP commands.
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## Implementation Plan
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### 1. Extend room graph parser (`scripts/build_room_graph.py`)
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**Purpose**: Parse all `.tscn` files to produce a queryable room adjacency graph with BFS pathfinding. Extends/extracts logic from existing `scripts/check_transitions.py`.
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**What it does**:
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1. Scan `scenes/kq4_*/kq4_*.tscn` (exclude placeholder_template)
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2. Parse each file to extract:
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- Scene UID (from header `[gd_scene format=3 uid="uid://XXX"]`)
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- Room name/directory stem (e.g., `kq4_004_ogres_cottage`)
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- All TransitionPiece nodes → build adjacency list
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3. Build bidirectional graph: `{room_name: [(exit_node_name, target_uid, appear_at_node, label, polygon), ...]}`
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**Output**: Returns a structure that supports BFS queries between any two rooms.
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**Interface** (callable from Python or CLI):
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```python
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def build_graph(scenes_dir: Path) -> dict[str, list[TransitionInfo]]:
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"""Parse all room .tscn files and return adjacency graph."""
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def find_path(graph: dict, start_room: str, end_room: str) -> list[NavigationStep]:
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"""BFS from start to end. Returns ordered list of steps or None."""
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@dataclass
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class NavigationStep:
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from_room: str # Current room name (e.g., "kq4_004_ogres_cottage")
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exit_node_name: str # TransitionPiece node name (e.g., "kq4_010_forest_path")
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to_room: str # Destination room name
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label: str # Human-readable label (e.g., "Forest Path")
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polygon: list[tuple] # Polygon vertices for click coordinate computation
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```
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**File**: `scripts/build_room_graph.py`
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### 3. Create the main navigator tool (`tools/kq4_room_navigator.py`)
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**Purpose**: End-to-end CLI tool that connects to MCP, builds graph, finds path, and navigates.
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**Workflow**:
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```bash
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python tools/kq4_room_navigator.py --from kq4_004_ogres_cottage --to kq4_092_lolottes_throne_room
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```
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**Implementation flow**:
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1. **Build graph** (offline): Calls `build_graph()` to parse all rooms
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2. **BFS pathfinding**: Finds shortest path from start → destination
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3. **No path found**: Reports unreachable, lists connected components
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4. **Path found**: Prints the step-by-step plan with click coordinates
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5. **Connect to MCP** (runtime): Opens TCP connection to port 9090
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6. **For each navigation step**:
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a. `find_nodes_by_class(class_name="TransitionPiece")` — discover all transition pieces in current scene
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b. Match the exit node name from our path → get runtime position + polygon
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c. Compute click coordinate: centroid of the TransitionPiece's `polygon`, transformed to viewport coordinates
|
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d. `click(x, y)` — trigger the transition
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e. Wait for transition animation (2-3s via `wait` command or poll-loop)
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f. **Verify**: `eval("return get_tree().root.get_node_or_null('Node2D/SceneViewport/background').name")` to confirm we've entered the expected room
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g. If verification fails, retry up to 2 times with adjusted coordinates
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h. Optionally take a screenshot via `screenshot()` for visual confirmation
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7. **Complete**: Print summary of navigation path taken
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**GDScript eval code used at runtime**:
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Find clickable position within TransitionPiece polygon:
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```gdscript
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# Returns {node_name, centroid_x, centroid_y} for matching transition piece
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var bg = get_tree().root.get_node_or_null("Node2D/SceneViewport/background")
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if not bg: return null
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for child in bg.get_children():
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if child.has_method("is_class") and child.is_class("TransitionPiece"):
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var p = child.position + child.polygon.reduce(func(p, a): return p + a, Vector2(0,0)) / child.polygon.size()
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return {"node": child.name, "x": p.x, "y": p.y, "polygon_size": child.polygon.size()}
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```
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Verify current room:
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```gdscript
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var bg = get_tree().root.get_node_or_null("Node2D/SceneViewport/background")
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return bg ? bg.name : null
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```
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**File**: `tools/kq4_room_navigator.py`
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### 4. Write SKILL.md (`.opencode/skills/kq4-room-navigator/SKILL.md`)
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The skill guide documents:
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- **When to use**: Planning navigation between rooms, verifying room connectivity, debugging transitions
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- **Pre-requisites**: Godot game running with MCP server active on port 9090
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- **Quick start**: `python tools/kq4_room_navigator.py --from kq4_XXX --to kq4_YYY`
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- **Manual MCP workflow** (for step-by-step agent control):
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- Start Godot: `godot --path .` or run exported binary
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- Verify connectivity: `{"command": "get_scene_tree"}` returns the current scene tree
|
||||
- Discover exits in current room: `{"command": "find_nodes_by_class", "params": {"class_name": "TransitionPiece"}}`
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- Click a transition: compute centroid from polygon data, then `{"command": "click", "params": {"x": px, "y": py}}`
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- Wait and verify room change via `eval` or `screenshot`
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- **Coordinate computation math**: How to convert TransitionPiece polygon (local-space) to viewport click coordinates: `viewport_x = transition_node.position.x + polygon_centroid.x`, accounting for any node scale transforms
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- **Troubleshooting**: Common failures (server busy, node not found mid-transition, wrong room), escape hatches
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||||
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**File**: `.opencode/skills/kq4-room-navigator/SKILL.md`
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||||
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## Task Dependency Graph
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```
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[1. build_room_graph.py] ────────┐
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├── [2. kq4_room_navigator.py] ─── [3. SKILL.md]
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```
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Tasks run sequentially. Task 3 documents the completed system.
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## Verification
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||||
|
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- Run `python scripts/build_room_graph.py` → should produce a graph with all rooms and their exits
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- Test BFS: path from kq4_001_beach to an adjacent room should be 1 step; path to a far room tests multi-hop correctly
|
||||
- Connect to running Godot instance via `tools/kq4_room_navigator.py` → verify it can navigate at least one transition end-to-end (from current room to an adjacent room)
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- Verify failure handling: requesting a path between disconnected rooms returns "no path found"
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||||
- Test `_busy` retry logic by sending rapid commands
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||||
|
||||
## Risks & Mitigations
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||||
|
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| Risk | Impact | Mitigation |
|
||||
|------|--------|------------|
|
||||
| Room not fully set up — `TransitionPiece._ready()` crashes on eval-instantiation | Can't discover transitions from unloaded rooms via MCP | File parsing for graph discovery is the primary approach; MCP runtime only queries currently-loaded scene |
|
||||
| Transition animation timing varies | Click at wrong time → missed transition | Poll current room name via eval every 0.5s until it changes, with 10s timeout |
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||||
| Polygon coordinates are local to node — need transform to viewport | Click lands outside polygon | Account for node `position` AND `scale` when computing centroid; use `get_node_info` runtime to get actual global polygon positions |
|
||||
| MCP server `_busy` state blocks commands | Navigation stalls | Retry with exponential backoff (0.1s, 0.2s, 0.4s, ...) and 3-second max wait |
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## Out of Scope
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||||
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- Path optimization beyond BFS shortest path
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- Inventory/item-based transitions (e.g., needing a key to enter a room)
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- Cutscene-triggered room changes (non-interaction transitions)
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- Multiplayer considerations
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- Auto-starting Godot from the tool (user starts game manually)
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170
.opencode/skills/kq4-room-navigator/SKILL.md
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170
.opencode/skills/kq4-room-navigator/SKILL.md
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---
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## name: kq4-room-navigator description: Navigate between KQ4 rooms using the Godot MCP server. BFS pathfinds through room transition graph, then executes step-by-step clicks via McpInteractionServer (port 9090). Use when planning navigation between any two rooms or simulating player movement through the game world at runtime. Trigger phrases: "navigate from", "go to room", "path from X to Y", "walk to", "how do I get to room", "room navigation".
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# KQ4 Room Navigator
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||||
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## Overview
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||||
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||||
This skill finds shortest paths between rooms and can execute them through the running game using Godot's MCP server. It combines offline `.tscn` file parsing for graph construction with runtime interaction via McpInteractionServer (TCP port 9090).
|
||||
|
||||
The room transition system uses TransitionPiece nodes: each has an `exit_node_name` (destination), a clickable polygon, and connects rooms bidirectionally. Clicking a TransitionPiece triggers a 3-step animation (walk → fade/swap scenes → walk to entrance in new room).
|
||||
|
||||
## When to Use
|
||||
|
||||
- Planning multi-room navigation paths
|
||||
- Verifying room connectivity
|
||||
- Debugging why a path can't be traversed
|
||||
- Automating room transitions during testing
|
||||
- Generating step-by-step click instructions for agents
|
||||
|
||||
## How It Works
|
||||
|
||||
```
|
||||
.scenes/*.tscn files → adjacency graph (96 rooms, 233 exits) → BFS pathfinding → use MCP for execution
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||||
```
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||||
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||||
Room identification at runtime:
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||||
|
||||
- Game node tree: `/root/Node2D/SceneViewport/background` (always named "background")
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||||
- Room identity comes from `background.get_script().resource_path` (e.g., `res://scenes/kq4_010_forest_path/kq4_010_forest_path.gd`)
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||||
- TransitionPiece children have `.target` UIDs and `.label` strings for cross-referencing
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||||
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||||
## Quick Start
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||||
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||||
### Step 1 Make a plan:
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||||
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||||
```bash
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||||
python tools/kq4_room_navigator.py --from kq4_003_fountain_pool --to kq4_011_enchanted_grove
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||||
```
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||||
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||||
Output:
|
||||
|
||||
```
|
||||
Path: kq4_003_fountain_pool → kq4_011_enchanted_grove (3 steps)
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||||
1. Click 'kq4_004_ogres_cottage' in kq4_003_fountain_pool → kq4_004_ogres_cottage [Ogre's Cottage] (click at: 1874, 714)
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2. Click 'kq4_010_forest_path' in kq4_004_ogres_cottage → kq4_010_forest_path [Forest Path] (click at: 1042, 1078)
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||||
3. Click 'kq4_011_enchanted_grove' in kq4_010_forest_path → kq4_011_enchanted_grove [Enchanted Grove] (click at: 1898, 610)
|
||||
```
|
||||
|
||||
This will tell you which set pieces to click on to get there. Specifically, this is suggesting that you use the walk interaction with kq4_004_ogres_cottage. This can be done using the mcp server for godot, and using the eval tool.
|
||||
|
||||
Here's how to proceed.
|
||||
|
||||
1. start the game (godot --path . &)
|
||||
|
||||
```bash
|
||||
# Wait for "McpInteractionServer: Listening on 127.0.0.1:9090" in console
|
||||
```
|
||||
|
||||
2. Verify current room matches the starting point
|
||||
|
||||
3. For each step, find TransitionPiece coordinates at runtime via GDScript eval
|
||||
|
||||
4. Use the `func mock_interact(action = 0) -> void` on setpiece using the gdscript eval
|
||||
|
||||
5. Poll until room changes to expected destination
|
||||
|
||||
6. Verify final arrival
|
||||
|
||||
## More detailed
|
||||
|
||||
When implementing navigation step by step through MCP commands:
|
||||
|
||||
### Starting the game:
|
||||
|
||||
```bash
|
||||
godot --path . &
|
||||
# Wait for "McpInteractionServer: Listening on 127.0.0.1:9090" in console
|
||||
```
|
||||
|
||||
### Then verify the connection:
|
||||
|
||||
Send `{"command": "get_scene_tree"}` via TCP to verify MCP responds. The response will show the full node hierarchy including `Node2D/SceneViewport/background`.
|
||||
|
||||
### Discover current room's exits
|
||||
|
||||
```json
|
||||
{"command": "find_nodes_by_class", "params": {"class_name": "TransitionPiece"}}
|
||||
```
|
||||
|
||||
Returns all TransitionPieces in the active scene with `.name`, `.label`, `.target` properties.
|
||||
|
||||
For rooms without scripts, identify via transition piece labels or target UIDs cross-referenced with `scripts/build_room_graph.py --room <name>` output.
|
||||
|
||||
### Simulate interactions
|
||||
|
||||
Use eval to find the centroid of a TransitionPiece's polygon in viewport space:
|
||||
|
||||
```json
|
||||
{
|
||||
"command": "eval",
|
||||
"params": {
|
||||
"code": " get_tree().root.get_node_or_null('Node2D/SceneViewport/background/kq4_010_forest_path').mock_interaction(0)"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Interactions match ActionState.Action (LOOK/WALK/ITEM/TALK)
|
||||
|
||||
### Waiting after interaction
|
||||
|
||||
```json
|
||||
{"command": "wait", "params": {"frames": 60}}
|
||||
```
|
||||
|
||||
Transition animation takes \~1-2 seconds (fade-out + scene swap + fade-in). Wait 30+ frames before checking room change.
|
||||
|
||||
## Room Graph Structure
|
||||
|
||||
The graph currently has:
|
||||
|
||||
- **96 rooms** across 23 connected components
|
||||
- Largest component: 36 rooms (starting from room 3 Fountain Pool)
|
||||
- Second largest: 17 rooms (room 1 Beach area)
|
||||
- Some rooms are fully disconnected (not all transitions wired bidirectionally yet)
|
||||
|
||||
Use `python scripts/build_room_graph.py --room <name>` to check a room's available exits.
|
||||
|
||||
## Common Issues
|
||||
|
||||
| Problem | Diagnosis | Fix |
|
||||
| --- | --- | --- |
|
||||
| "No path" between expected connected rooms | Room has no matching .uid file or transition pieces not wired bidirectionally | Check `build_room_graph.py` output for which component each room belongs to; verify the target room's `.tscn` has correct UID and exit nodes |
|
||||
| MCP "Server busy" error during navigation | Previous command hasn't completed (30s timeout on server) | Tool handles automatic retry with exponential backoff. If persistent, restart game. |
|
||||
| Click lands outside polygon → transition doesn't trigger | Scale transform not applied to coordinates | Use runtime eval (not offline centroid). The `--navigate` flag uses MCP eval which reads actual node transforms. |
|
||||
| "Room not found in graph" | Room name mismatch — must use exact `.tscn` filename stem | Run `python scripts/build_room_graph.py` to see available room names |
|
||||
| "Expected X but game reports Y" during --navigate | Game is on different room than specified | Restart at correct room, or adjust --from flag. Check current room name via MCP eval. |
|
||||
|
||||
## API Reference
|
||||
|
||||
### build_room_graph.py
|
||||
|
||||
```python
|
||||
from build_room_graph import build_graph, find_path, NavigationStep
|
||||
|
||||
graph = build_graph(scenes_dir) # RoomInfo dict keyed by room name
|
||||
steps = find_path(graph, "kq4_003_fountain_pool", "kq4_011_enchanted_grove") # List[NavigationStep] or None
|
||||
step.from_room # Navigation source room name
|
||||
step.exit_node_name # TransitionPiece node to click
|
||||
step.to_room # Destination room name
|
||||
step.label # Human-readable label
|
||||
step.viewport_centroid() # (x, y) tuple — polygon center in viewport coords
|
||||
```
|
||||
|
||||
### kq4_room_navigator.py CLI
|
||||
|
||||
```bash
|
||||
python tools/kq4_room_navigator.py [--from ROOM] [--to ROOM] [summary]
|
||||
```
|
||||
|
||||
## Key Files
|
||||
|
||||
| File | Purpose |
|
||||
| --- | --- |
|
||||
| `tools/kq4_room_navigator.py` | CLI combining graph + BFS + MCP navigation |
|
||||
| `scripts/build_room_graph.py` | Room adjacency graph builder + BFS pathfinding |
|
||||
| `scripts/check_transitions.py` | Existing transition validation (related) |
|
||||
| `TransitionPiece.gd` | TransitionPiece node class (class_name TransitionPiece) |
|
||||
| `SetPiece_.gd` | Base interactive polygon class (class_name SetPiece) |
|
||||
| | |
|
||||
Reference in New Issue
Block a user