8.8 KiB
model, kill, date_introduced
| model | kill | date_introduced | |
|---|---|---|---|
| auto |
|
2026-04-28 |
Plan: kq4-room-navigator Skill (AI Agent Room Pathfinding via Godot MCP)
Context
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).
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.
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).
Approach
Build a Python tool (tools/kq4_room_navigator.py) that:
- Parses
.tscnfiles to build complete room adjacency graph (reuse logic fromcheck_transitions.py) - Runs BFS pathfinding between start and destination rooms
- Connects to the MCP server on port 9090 for live navigation
- Uses
evalto compute click coordinates within TransitionPiece polygons in the running game - Executes step-by-step clicks with screenshot verification after each transition
The SKILL.md guides an AI agent through: starting Godot, invoking the tool, and optionally verifying steps manually with MCP commands.
Implementation Plan
1. Extend room graph parser (scripts/build_room_graph.py)
Purpose: Parse all .tscn files to produce a queryable room adjacency graph with BFS pathfinding. Extends/extracts logic from existing scripts/check_transitions.py.
What it does:
- Scan
scenes/kq4_*/kq4_*.tscn(exclude placeholder_template) - Parse each file to extract:
- Scene UID (from header
[gd_scene format=3 uid="uid://XXX"]) - Room name/directory stem (e.g.,
kq4_004_ogres_cottage) - All TransitionPiece nodes → build adjacency list
- Scene UID (from header
- Build bidirectional graph:
{room_name: [(exit_node_name, target_uid, appear_at_node, label, polygon), ...]}
Output: Returns a structure that supports BFS queries between any two rooms.
Interface (callable from Python or CLI):
def build_graph(scenes_dir: Path) -> dict[str, list[TransitionInfo]]:
"""Parse all room .tscn files and return adjacency graph."""
def find_path(graph: dict, start_room: str, end_room: str) -> list[NavigationStep]:
"""BFS from start to end. Returns ordered list of steps or None."""
@dataclass
class NavigationStep:
from_room: str # Current room name (e.g., "kq4_004_ogres_cottage")
exit_node_name: str # TransitionPiece node name (e.g., "kq4_010_forest_path")
to_room: str # Destination room name
label: str # Human-readable label (e.g., "Forest Path")
polygon: list[tuple] # Polygon vertices for click coordinate computation
File: scripts/build_room_graph.py
3. Create the main navigator tool (tools/kq4_room_navigator.py)
Purpose: End-to-end CLI tool that connects to MCP, builds graph, finds path, and navigates.
Workflow:
python tools/kq4_room_navigator.py --from kq4_004_ogres_cottage --to kq4_092_lolottes_throne_room
Implementation flow:
-
Build graph (offline): Calls
build_graph()to parse all rooms -
BFS pathfinding: Finds shortest path from start → destination
-
No path found: Reports unreachable, lists connected components
-
Path found: Prints the step-by-step plan with click coordinates
-
Connect to MCP (runtime): Opens TCP connection to port 9090
-
For each navigation step: a.
find_nodes_by_class(class_name="TransitionPiece")— discover all transition pieces in current scene b. Match the exit node name from our path → get runtime position + polygon c. Compute click coordinate: centroid of the TransitionPiece'spolygon, transformed to viewport coordinates d.click(x, y)— trigger the transition e. Wait for transition animation (2-3s viawaitcommand or poll-loop) f. Verify:eval("return get_tree().root.get_node_or_null('Node2D/SceneViewport/background').name")to confirm we've entered the expected room g. If verification fails, retry up to 2 times with adjusted coordinates h. Optionally take a screenshot viascreenshot()for visual confirmation -
Complete: Print summary of navigation path taken
GDScript eval code used at runtime:
Find clickable position within TransitionPiece polygon:
# Returns {node_name, centroid_x, centroid_y} for matching transition piece
var bg = get_tree().root.get_node_or_null("Node2D/SceneViewport/background")
if not bg: return null
for child in bg.get_children():
if child.has_method("is_class") and child.is_class("TransitionPiece"):
var p = child.position + child.polygon.reduce(func(p, a): return p + a, Vector2(0,0)) / child.polygon.size()
return {"node": child.name, "x": p.x, "y": p.y, "polygon_size": child.polygon.size()}
Verify current room:
var bg = get_tree().root.get_node_or_null("Node2D/SceneViewport/background")
return bg ? bg.name : null
File: tools/kq4_room_navigator.py
4. Write SKILL.md (.opencode/skills/kq4-room-navigator/SKILL.md)
The skill guide documents:
- When to use: Planning navigation between rooms, verifying room connectivity, debugging transitions
- Pre-requisites: Godot game running with MCP server active on port 9090
- Quick start:
python tools/kq4_room_navigator.py --from kq4_XXX --to kq4_YYY - Manual MCP workflow (for step-by-step agent control):
- Start Godot:
godot --path .or run exported binary - 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"}} - Click a transition: compute centroid from polygon data, then
{"command": "click", "params": {"x": px, "y": py}} - Wait and verify room change via
evalorscreenshot
- Start Godot:
- 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 - Troubleshooting: Common failures (server busy, node not found mid-transition, wrong room), escape hatches
File: .opencode/skills/kq4-room-navigator/SKILL.md
Task Dependency Graph
[1. build_room_graph.py] ────────┐
├── [2. kq4_room_navigator.py] ─── [3. SKILL.md]
Tasks run sequentially. Task 3 documents the completed system.
Verification
- Run
python scripts/build_room_graph.py→ should produce a graph with all rooms and their exits - 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) - Verify failure handling: requesting a path between disconnected rooms returns "no path found"
- Test
_busyretry logic by sending rapid commands
Risks & Mitigations
| 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 |
| 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 |
Out of Scope
- Path optimization beyond BFS shortest path
- Inventory/item-based transitions (e.g., needing a key to enter a room)
- Cutscene-triggered room changes (non-interaction transitions)
- Multiplayer considerations
- Auto-starting Godot from the tool (user starts game manually)