changes for stuff
This commit is contained in:
170
.opencode/skills/kq4-room-navigator/SKILL.md
Normal file
170
.opencode/skills/kq4-room-navigator/SKILL.md
Normal file
@@ -0,0 +1,170 @@
|
||||
---
|
||||
|
||||
## 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".
|
||||
|
||||
# KQ4 Room Navigator
|
||||
|
||||
## Overview
|
||||
|
||||
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
|
||||
```
|
||||
|
||||
Room identification at runtime:
|
||||
|
||||
- Game node tree: `/root/Node2D/SceneViewport/background` (always named "background")
|
||||
- Room identity comes from `background.get_script().resource_path` (e.g., `res://scenes/kq4_010_forest_path/kq4_010_forest_path.gd`)
|
||||
- TransitionPiece children have `.target` UIDs and `.label` strings for cross-referencing
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Step 1 Make a plan:
|
||||
|
||||
```bash
|
||||
python tools/kq4_room_navigator.py --from kq4_003_fountain_pool --to kq4_011_enchanted_grove
|
||||
```
|
||||
|
||||
Output:
|
||||
|
||||
```
|
||||
Path: kq4_003_fountain_pool → kq4_011_enchanted_grove (3 steps)
|
||||
1. Click 'kq4_004_ogres_cottage' in kq4_003_fountain_pool → kq4_004_ogres_cottage [Ogre's Cottage] (click at: 1874, 714)
|
||||
2. Click 'kq4_010_forest_path' in kq4_004_ogres_cottage → kq4_010_forest_path [Forest Path] (click at: 1042, 1078)
|
||||
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