@satelliteoflove/godot-mcp 3.8.0 → 3.9.0

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@@ -2,11 +2,11 @@
2
2
  extends MCPBaseCommand
3
3
  class_name MCPGameTimeCommands
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4
 
5
- # Game-time control relay: freeze / step / thaw / status execute in the game
6
- # bridge (see mcp_game_bridge.gd); this side only forwards over the debugger
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- # channel and waits. Timeout cascade: the step request is capped at 20s of
8
- # game time and the bridge's wall budget returns by 25s, so the 28s relay
9
- # timeout below fires only if the bridge is gone — and stays under the
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+ # Game-time control relay: freeze / step / step_until / thaw / status execute in
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+ # the game bridge (see mcp_game_bridge.gd); this side only forwards over the
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+ # debugger channel and waits. Timeout cascade: a step/step_until request is
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+ # capped at 20s of game time and the bridge's wall budget returns by 25s, so the
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+ # 28s relay timeout below fires only if the bridge is gone — and stays under the
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  # server's 30s command timeout so errors surface typed instead of generic.
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  const BASE_TIMEOUT := 10.0
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  const STEP_TIMEOUT := 28.0
@@ -18,6 +18,7 @@ func get_commands() -> Dictionary:
18
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  return {
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  "game_time_freeze": game_time_freeze,
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  "game_time_step": game_time_step,
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+ "game_time_step_until": game_time_step_until,
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  "game_time_thaw": game_time_thaw,
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  "game_time_status": game_time_status,
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  }
@@ -31,6 +32,10 @@ func game_time_step(params: Dictionary) -> Dictionary:
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  return await _relay("game_time_step", [params], STEP_TIMEOUT)
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33
 
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+ func game_time_step_until(params: Dictionary) -> Dictionary:
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+ return await _relay("game_time_step_until", [params], STEP_TIMEOUT)
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+
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+
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  func game_time_thaw(params: Dictionary) -> Dictionary:
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  return await _relay("game_time_thaw", [params], BASE_TIMEOUT)
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@@ -170,6 +170,9 @@ func _on_debugger_message(message: String, data: Array) -> bool:
170
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  "game_time_step":
171
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  _handle_game_time_step(data)
172
172
  return true
173
+ "game_time_step_until":
174
+ _handle_game_time_step_until(data)
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+ return true
173
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  "game_time_thaw":
174
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  _handle_game_time_thaw(data)
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  return true
@@ -1117,6 +1120,18 @@ var _step_events_fired := 0
1117
1120
  var _step_transitions: Array = []
1118
1121
  var _step_last_tree_paused := false
1119
1122
 
1123
+ # step_until adds a predicate evaluated each frame. _step_predicate is null for a
1124
+ # fixed-budget step, set for step_until; _step_response_type routes _finish_step's
1125
+ # reply to the matching command (the relay correlates by message type). _step_report
1126
+ # is the optional readings the agent wants back at stop time (in one round-trip,
1127
+ # instead of a separate observation call) — each is [{src: String, expr: Expression}].
1128
+ var _step_predicate: Expression = null
1129
+ var _step_predicate_inputs: Array = []
1130
+ var _step_predicate_met := false
1131
+ var _step_predicate_error := ""
1132
+ var _step_report: Array = []
1133
+ var _step_response_type := "game_time_step"
1134
+
1120
1135
 
1121
1136
  func _send_game_time_response(msg_type: String, result: Dictionary) -> void:
1122
1137
  EngineDebugger.send_message("godot_mcp:game_response", [msg_type, result])
@@ -1235,15 +1250,53 @@ func _handle_game_time_step(data: Array) -> void:
1235
1250
  # from window start). Inputs must ride inside the step: an event injected
1236
1251
  # while frozen lands on a frame gameplay never processes, so its
1237
1252
  # is_action_just_pressed edge would be silently missed.
1238
- var inputs: Array = params.get("inputs", [])
1253
+ var compiled := _compile_step_events(params.get("inputs", []))
1254
+ if compiled.has("error"):
1255
+ _send_game_time_response("game_time_step", {"error": compiled["error"]})
1256
+ return
1257
+
1258
+ # Step from a running game is allowed — it freezes first, so "advance
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+ # 500ms then wait for me" is a single atomic call.
1260
+ _engage_freeze()
1261
+
1262
+ _step_target_ms = float(duration_ms)
1263
+ _step_target_frames = frames
1264
+ _step_elapsed_ms = 0.0
1265
+ _step_gameplay_ms = 0.0
1266
+ _step_frames = 0
1267
+ _step_physics_ticks = 0
1268
+ _step_events = compiled["events"]
1269
+ _step_events_fired = 0
1270
+ _step_transitions = []
1271
+ _step_needs_settle = false
1272
+ _step_finish_pending = false
1273
+ _step_wall_exceeded = false
1274
+ _step_wall_start = Time.get_ticks_msec()
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+ _step_predicate = null
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+ _step_response_type = "game_time_step"
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+ _step_active = true
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+
1279
+ # Open the window: restore the game layer's own pause wish for the
1280
+ # duration. If the game's menu is holding it paused, the window still
1281
+ # elapses (and reports gameplay_ms ~0) — never deadlock waiting for
1282
+ # gameplay time that cannot come.
1283
+ var tree := get_tree()
1284
+ tree.paused = _game_paused
1285
+ _step_last_tree_paused = tree.paused
1286
+ set_physics_process(true)
1287
+ _update_processing()
1288
+
1289
+
1290
+ func _compile_step_events(inputs: Array) -> Dictionary:
1291
+ # Builds the press/release timeline shared by step and step_until. start_ms
1292
+ # is game time from window start; returns {"error": ...} on an unknown action.
1239
1293
  var events: Array = []
1240
1294
  for input in inputs:
1241
1295
  var action_name: String = input.get("action_name", "")
1242
1296
  if action_name.is_empty():
1243
1297
  continue
1244
1298
  if not InputMap.has_action(action_name):
1245
- _send_game_time_response("game_time_step", {"error": "Unknown action: %s" % action_name})
1246
- return
1299
+ return {"error": "Unknown action: %s" % action_name}
1247
1300
  var start_ms: int = int(input.get("start_ms", 0))
1248
1301
  var dur: int = int(input.get("duration_ms", 0))
1249
1302
  events.append({"time": start_ms, "action": action_name, "is_press": true})
@@ -1251,30 +1304,163 @@ func _handle_game_time_step(data: Array) -> void:
1251
1304
  events.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
1252
1305
  return a.time < b.time
1253
1306
  )
1307
+ return {"events": events}
1308
+
1309
+
1310
+ func _build_predicate_context() -> Dictionary:
1311
+ # Exposes the running game to a step_until predicate: every autoload by its
1312
+ # own name (so `G.wave > 1` just works), plus `tree` (SceneTree) and `root`
1313
+ # (root Window) for tree queries like
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+ # `tree.get_nodes_in_group("enemies").size() >= 1`. Chained calls must run on
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+ # these input objects, not the Expression base instance, so they are inputs.
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+ var names: Array = []
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+ var inputs: Array = []
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+ var tree := get_tree()
1319
+ for prop in ProjectSettings.get_property_list():
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+ var key: String = prop.get("name", "")
1321
+ if not key.begins_with("autoload/"):
1322
+ continue
1323
+ var autoload_name := key.substr("autoload/".length())
1324
+ var node := tree.root.get_node_or_null(NodePath(autoload_name))
1325
+ if node == null or node == self:
1326
+ continue # skip the bridge's own autoload and any unresolved entry
1327
+ names.append(autoload_name)
1328
+ inputs.append(node)
1329
+ if not names.has("tree"):
1330
+ names.append("tree")
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+ inputs.append(tree)
1332
+ if not names.has("root"):
1333
+ names.append("root")
1334
+ inputs.append(tree.root)
1335
+ return {"names": PackedStringArray(names), "inputs": inputs}
1336
+
1337
+
1338
+ func _sanitize_value(v: Variant) -> Variant:
1339
+ # Report values ride back over the debugger channel. Pass primitives through;
1340
+ # never try to serialize Objects/containers — a short string stand-in is
1341
+ # enough for the agent to see what an expression evaluated to.
1342
+ match typeof(v):
1343
+ TYPE_NIL, TYPE_BOOL, TYPE_INT, TYPE_FLOAT, TYPE_STRING, TYPE_STRING_NAME:
1344
+ return v
1345
+ _:
1346
+ return str(v).substr(0, 200)
1347
+
1348
+
1349
+ func _compile_report(report: Array, names: PackedStringArray, inputs: Array) -> Dictionary:
1350
+ # Compile + validate each report expression in the predicate context. Returns
1351
+ # {"error": ...} if any fails up front, else {"report": [{src, expr}, ...]}.
1352
+ var compiled: Array = []
1353
+ for item in report:
1354
+ var s := str(item).strip_edges()
1355
+ if s.is_empty():
1356
+ continue
1357
+ var e := Expression.new()
1358
+ if e.parse(s, names) != OK:
1359
+ return {"error": "report expression parse error (%s): %s" % [s, e.get_error_text()]}
1360
+ e.execute(inputs, self)
1361
+ if e.has_execute_failed():
1362
+ return {"error": "report expression failed to evaluate (%s): %s" % [s, e.get_error_text()]}
1363
+ compiled.append({"src": s, "expr": e})
1364
+ return {"report": compiled}
1365
+
1366
+
1367
+ func _evaluate_report(report_exprs: Array, inputs: Array) -> Dictionary:
1368
+ # Evaluate the compiled report expressions at stop time into {src: value}.
1369
+ var out: Dictionary = {}
1370
+ for item in report_exprs:
1371
+ var e: Expression = item["expr"]
1372
+ var v: Variant = e.execute(inputs, self)
1373
+ if e.has_execute_failed():
1374
+ out[item["src"]] = "<error: %s>" % e.get_error_text()
1375
+ else:
1376
+ out[item["src"]] = _sanitize_value(v)
1377
+ return out
1378
+
1379
+
1380
+ func _handle_game_time_step_until(data: Array) -> void:
1381
+ var params: Dictionary = data[0] if data.size() > 0 and data[0] is Dictionary else {}
1382
+ if _step_active:
1383
+ _send_game_time_response("game_time_step_until", {"error": "Step already in progress"})
1384
+ return
1385
+
1386
+ var src: String = str(params.get("until", "")).strip_edges()
1387
+ if src.is_empty():
1388
+ _send_game_time_response("game_time_step_until", {"error": "step_until requires a non-empty `until` expression"})
1389
+ return
1390
+
1391
+ var max_ms: int = int(params.get("max_ms", STEP_MAX_MS))
1392
+ if max_ms <= 0:
1393
+ max_ms = STEP_MAX_MS
1394
+ max_ms = mini(max_ms, STEP_MAX_MS)
1395
+
1396
+ # Compile and validate the predicate against the live tree before committing
1397
+ # to a step. Expression.parse() is lenient (a malformed string can parse
1398
+ # clean), so a dry-run execute is what actually catches unknown identifiers
1399
+ # and bad member access.
1400
+ var ctx := _build_predicate_context()
1401
+ var ctx_names: PackedStringArray = ctx["names"]
1402
+ var ctx_inputs: Array = ctx["inputs"]
1403
+ var expr := Expression.new()
1404
+ if expr.parse(src, ctx_names) != OK:
1405
+ _send_game_time_response("game_time_step_until", {"error": "predicate parse error: %s" % expr.get_error_text()})
1406
+ return
1407
+ var first_value: Variant = expr.execute(ctx_inputs, self)
1408
+ if expr.has_execute_failed():
1409
+ _send_game_time_response("game_time_step_until", {"error": "predicate failed to evaluate: %s" % expr.get_error_text()})
1410
+ return
1411
+
1412
+ # Optional readings to return at stop time, validated up front in the same context.
1413
+ var report_result := _compile_report(params.get("report", []), ctx_names, ctx_inputs)
1414
+ if report_result.has("error"):
1415
+ _send_game_time_response("game_time_step_until", {"error": report_result["error"]})
1416
+ return
1417
+ var report_compiled: Array = report_result["report"]
1418
+
1419
+ var compiled := _compile_step_events(params.get("inputs", []))
1420
+ if compiled.has("error"):
1421
+ _send_game_time_response("game_time_step_until", {"error": compiled["error"]})
1422
+ return
1254
1423
 
1255
- # Step from a running game is allowed — it freezes first, so "advance
1256
- # 500ms then wait for me" is a single atomic call.
1257
1424
  _engage_freeze()
1258
1425
 
1259
- _step_target_ms = float(duration_ms)
1260
- _step_target_frames = frames
1426
+ # Predicate already holds: advance nothing, stay frozen, report it.
1427
+ if bool(first_value):
1428
+ var sc_result: Dictionary = {
1429
+ "completed": true,
1430
+ "frozen": true,
1431
+ "elapsed_ms": 0,
1432
+ "gameplay_ms": 0,
1433
+ "frames": 0,
1434
+ "physics_ticks": 0,
1435
+ "game_paused": _game_paused,
1436
+ "predicate_met": true,
1437
+ }
1438
+ if not report_compiled.is_empty():
1439
+ sc_result["report"] = _evaluate_report(report_compiled, ctx_inputs)
1440
+ _send_game_time_response("game_time_step_until", sc_result)
1441
+ return
1442
+
1443
+ _step_target_ms = float(max_ms)
1444
+ _step_target_frames = 0
1261
1445
  _step_elapsed_ms = 0.0
1262
1446
  _step_gameplay_ms = 0.0
1263
1447
  _step_frames = 0
1264
1448
  _step_physics_ticks = 0
1265
- _step_events = events
1449
+ _step_events = compiled["events"]
1266
1450
  _step_events_fired = 0
1267
1451
  _step_transitions = []
1268
1452
  _step_needs_settle = false
1269
1453
  _step_finish_pending = false
1270
1454
  _step_wall_exceeded = false
1271
1455
  _step_wall_start = Time.get_ticks_msec()
1456
+ _step_predicate = expr
1457
+ _step_predicate_inputs = ctx_inputs
1458
+ _step_predicate_met = false
1459
+ _step_predicate_error = ""
1460
+ _step_report = report_compiled
1461
+ _step_response_type = "game_time_step_until"
1272
1462
  _step_active = true
1273
1463
 
1274
- # Open the window: restore the game layer's own pause wish for the
1275
- # duration. If the game's menu is holding it paused, the window still
1276
- # elapses (and reports gameplay_ms ~0) — never deadlock waiting for
1277
- # gameplay time that cannot come.
1278
1464
  var tree := get_tree()
1279
1465
  tree.paused = _game_paused
1280
1466
  _step_last_tree_paused = tree.paused
@@ -1325,6 +1511,19 @@ func _step_process(delta: float) -> void:
1325
1511
  done = _step_frames >= _step_target_frames
1326
1512
  else:
1327
1513
  done = _step_elapsed_ms >= _step_target_ms
1514
+
1515
+ # step_until: re-evaluate the predicate each frame against the advancing
1516
+ # game. A truthy result stops the window early; a runtime failure (e.g. a
1517
+ # watched node was freed mid-window) ends it honestly with the error attached.
1518
+ if _step_predicate != null:
1519
+ var v: Variant = _step_predicate.execute(_step_predicate_inputs, self)
1520
+ if _step_predicate.has_execute_failed():
1521
+ _step_predicate_error = _step_predicate.get_error_text()
1522
+ done = true
1523
+ elif bool(v):
1524
+ _step_predicate_met = true
1525
+ done = true
1526
+
1328
1527
  if Time.get_ticks_msec() - _step_wall_start > STEP_WALL_BUDGET_MS:
1329
1528
  # Slow-mo, Engine.time_scale = 0, or a pause-held window can starve
1330
1529
  # the game-time clock; the wall budget guarantees the call returns
@@ -1376,4 +1575,19 @@ func _finish_step() -> void:
1376
1575
  result["pause_transitions"] = _step_transitions
1377
1576
  if _step_wall_exceeded:
1378
1577
  result["wall_budget_exceeded"] = true
1379
- _send_game_time_response("game_time_step", result)
1578
+ if _step_predicate != null:
1579
+ # step_until: predicate_met is the headline. report carries the readings the
1580
+ # agent asked for (the "what advanced" hint, so it need not re-observe). A
1581
+ # non-met return means the cap or wall budget ran out first.
1582
+ result["predicate_met"] = _step_predicate_met
1583
+ if not _step_report.is_empty():
1584
+ result["report"] = _evaluate_report(_step_report, _step_predicate_inputs)
1585
+ if not _step_predicate_error.is_empty():
1586
+ result["predicate_error"] = _step_predicate_error
1587
+
1588
+ # Route the reply to the originating command — the relay correlates by type.
1589
+ var response_type := _step_response_type
1590
+ _step_predicate = null
1591
+ _step_predicate_inputs = []
1592
+ _step_report = []
1593
+ _send_game_time_response(response_type, result)
package/addon/plugin.cfg CHANGED
@@ -3,6 +3,6 @@
3
3
  name="Godot MCP"
4
4
  description="Model Context Protocol server for AI assistant integration"
5
5
  author="godot-mcp"
6
- version="3.8.0"
6
+ version="3.9.0"
7
7
  script="plugin.gd"
8
8
  godot_version_min="4.5"
@@ -27,6 +27,23 @@ describe('game_time tool', () => {
27
27
  inputs: [{ action_name: 'fire', start_ms: 100, duration_ms: 200 }],
28
28
  }).success).toBe(true);
29
29
  });
30
+ it('step_until requires a non-empty until expression', () => {
31
+ expect(gameTime.schema.safeParse({ action: 'step_until' }).success).toBe(false);
32
+ expect(gameTime.schema.safeParse({ action: 'step_until', until: '' }).success).toBe(false);
33
+ expect(gameTime.schema.safeParse({ action: 'step_until', until: 'G.wave > 1' }).success).toBe(true);
34
+ });
35
+ it('step_until caps max_ms and accepts report expressions and an input timeline', () => {
36
+ expect(gameTime.schema.safeParse({ action: 'step_until', until: 'true', max_ms: 20000 }).success).toBe(true);
37
+ expect(gameTime.schema.safeParse({ action: 'step_until', until: 'true', max_ms: 20001 }).success).toBe(false);
38
+ expect(gameTime.schema.safeParse({ action: 'step_until', until: 'true', max_ms: 0 }).success).toBe(false);
39
+ expect(gameTime.schema.safeParse({ action: 'step_until', until: 'true', report: ['G.wave', 'G.score'] }).success).toBe(true);
40
+ expect(gameTime.schema.safeParse({ action: 'step_until', until: 'true', report: [''] }).success).toBe(false);
41
+ expect(gameTime.schema.safeParse({
42
+ action: 'step_until',
43
+ until: 'true',
44
+ inputs: [{ action_name: 'move_up', start_ms: 0, duration_ms: 500 }],
45
+ }).success).toBe(true);
46
+ });
30
47
  it('freeze, thaw, and status take no extra arguments', () => {
31
48
  expect(gameTime.schema.safeParse({ action: 'freeze' }).success).toBe(true);
32
49
  expect(gameTime.schema.safeParse({ action: 'thaw' }).success).toBe(true);
@@ -94,6 +111,59 @@ describe('game_time tool', () => {
94
111
  expect(data.gameplay_ms).toBe(120);
95
112
  });
96
113
  });
114
+ describe('step_until', () => {
115
+ it('forwards the predicate and report, and surfaces a met result with its readings', async () => {
116
+ mock.mockResponse({
117
+ completed: true,
118
+ frozen: true,
119
+ elapsed_ms: 4317,
120
+ gameplay_ms: 4317,
121
+ frames: 259,
122
+ physics_ticks: 259,
123
+ game_paused: false,
124
+ predicate_met: true,
125
+ report: { 'G.wave': 1 },
126
+ });
127
+ const ctx = createToolContext(mock);
128
+ const result = await gameTime.execute({
129
+ action: 'step_until',
130
+ until: 'tree.get_nodes_in_group("enemies").size() >= 1',
131
+ max_ms: 8000,
132
+ report: ['G.wave'],
133
+ }, ctx);
134
+ expect(mock.calls[0].command).toBe('game_time_step_until');
135
+ expect(mock.calls[0].params.until).toBe('tree.get_nodes_in_group("enemies").size() >= 1');
136
+ expect(mock.calls[0].params.max_ms).toBe(8000);
137
+ expect(mock.calls[0].params.report).toEqual(['G.wave']);
138
+ const data = structuredOf(result);
139
+ expect(data.predicate_met).toBe(true);
140
+ expect(data.report).toEqual({ 'G.wave': 1 });
141
+ expect(data.elapsed_ms).toBe(4317);
142
+ });
143
+ it('reports predicate_met false when the cap is hit first', async () => {
144
+ mock.mockResponse({
145
+ completed: true,
146
+ frozen: true,
147
+ elapsed_ms: 8000,
148
+ gameplay_ms: 8000,
149
+ frames: 480,
150
+ physics_ticks: 480,
151
+ game_paused: false,
152
+ predicate_met: false,
153
+ report: { 'G.wave': 3 },
154
+ });
155
+ const ctx = createToolContext(mock);
156
+ const result = await gameTime.execute({ action: 'step_until', until: 'G.wave > 5', max_ms: 8000, report: ['G.wave'] }, ctx);
157
+ const data = structuredOf(result);
158
+ expect(data.predicate_met).toBe(false);
159
+ expect(data.report).toEqual({ 'G.wave': 3 });
160
+ });
161
+ it('propagates a bridge-side predicate rejection', async () => {
162
+ mock.mockError(new Error('predicate failed to evaluate: Invalid named index'));
163
+ const ctx = createToolContext(mock);
164
+ await expect(gameTime.execute({ action: 'step_until', until: 'Bogus.foo > 1' }, ctx)).rejects.toThrow('predicate failed to evaluate');
165
+ });
166
+ });
97
167
  describe('thaw', () => {
98
168
  it('reports the frozen duration', async () => {
99
169
  mock.mockResponse({ frozen: false, was_frozen: true, game_paused: false, frozen_wall_ms: 42000 });
@@ -1 +1 @@
1
- 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@@ -11,6 +11,16 @@ export declare const gameTime: import("../core/types.js").ToolDefinition<z.ZodDi
11
11
  start_ms: z.ZodDefault<z.ZodOptional<z.ZodNumber>>;
12
12
  duration_ms: z.ZodDefault<z.ZodOptional<z.ZodNumber>>;
13
13
  }, z.core.$strip>>>;
14
+ }, z.core.$strip>, z.ZodObject<{
15
+ action: z.ZodLiteral<"step_until">;
16
+ until: z.ZodString;
17
+ max_ms: z.ZodOptional<z.ZodNumber>;
18
+ report: z.ZodOptional<z.ZodArray<z.ZodString>>;
19
+ inputs: z.ZodOptional<z.ZodArray<z.ZodObject<{
20
+ action_name: z.ZodString;
21
+ start_ms: z.ZodDefault<z.ZodOptional<z.ZodNumber>>;
22
+ duration_ms: z.ZodDefault<z.ZodOptional<z.ZodNumber>>;
23
+ }, z.core.$strip>>>;
14
24
  }, z.core.$strip>, z.ZodObject<{
15
25
  action: z.ZodLiteral<"thaw">;
16
26
  }, z.core.$strip>, z.ZodObject<{
@@ -1 +1 @@
1
- {"version":3,"file":"game-time.d.ts","sourceRoot":"","sources":["../../src/tools/game-time.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,CAAC,EAAE,MAAM,KAAK,CAAC;AAIxB,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAuE1D,eAAO,MAAM,QAAQ;;;;;;;;;;;;;;;8BAgDnB,CAAC;AAEH,eAAO,MAAM,aAAa,EAAiB,iBAAiB,EAAE,CAAC"}
1
+ {"version":3,"file":"game-time.d.ts","sourceRoot":"","sources":["../../src/tools/game-time.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,CAAC,EAAE,MAAM,KAAK,CAAC;AAIxB,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAmG1D,eAAO,MAAM,QAAQ;;;;;;;;;;;;;;;;;;;;;;;;;8BA0DnB,CAAC;AAEH,eAAO,MAAM,aAAa,EAAiB,iBAAiB,EAAE,CAAC"}
@@ -37,6 +37,30 @@ const GameTimeSchema = z
37
37
  .optional()
38
38
  .describe('Input timeline executed inside the window; start_ms is game time from window start. Inputs must ride inside the step — events injected while frozen miss their is_action_just_pressed edge. Holds are always released by window end.'),
39
39
  }),
40
+ z.object({
41
+ action: z
42
+ .literal('step_until')
43
+ .describe('Advance game time until a GDScript predicate becomes true (or a safety cap is hit), then re-freeze. Freezes first if the game is running, so it is a safe first call. Use this instead of step when you do not know how long to advance to reach the state worth observing.'),
44
+ until: z
45
+ .string()
46
+ .min(1)
47
+ .describe('A GDScript boolean expression, re-evaluated against the running game every frame; stepping stops the frame it is truthy. Autoloads are in scope by name (e.g. `G.wave > 1`, `GameState.tick_count % 12 == 11`), plus `tree` (the SceneTree) and `root` (the root Window) for tree queries (e.g. `tree.get_nodes_in_group("enemies").size() >= 1`). Must parse and evaluate without error against the current state or the call is rejected up front. Expressions do NOT short-circuit (`and`/`or` evaluate both operands), so to read a node that may not exist yet, do not guard with `arr.size() > 0 and arr[0].x` — sequence two calls instead: step_until the node exists (`tree.get_nodes_in_group("boss").size() >= 1`), then step_until reading it (`tree.get_nodes_in_group("boss")[0].state == 4`).'),
48
+ max_ms: z
49
+ .number()
50
+ .int()
51
+ .min(1)
52
+ .max(STEP_MAX_MS)
53
+ .optional()
54
+ .describe(`Safety cap on game time to advance while waiting (max ${STEP_MAX_MS}, default ${STEP_MAX_MS}). If the predicate never holds within this budget (or the wall-clock budget), the call returns with predicate_met: false instead of hanging.`),
55
+ report: z
56
+ .array(z.string().min(1))
57
+ .optional()
58
+ .describe('Optional GDScript expressions (same scope as `until`) evaluated when stepping stops and returned as a { expression: value } map — e.g. ["G.wave", "tree.get_nodes_in_group(\\"enemies\\").size()"]. Use this to read the state you care about in the same call instead of a separate observation round-trip. Each must parse and evaluate without error up front.'),
59
+ inputs: z
60
+ .array(InputActionSchema)
61
+ .optional()
62
+ .describe('Optional input timeline driven inside the window, exactly like step (e.g. hold "move forward" while waiting for an enemy to appear). Holds are released by window end.'),
63
+ }),
40
64
  z.object({
41
65
  action: z
42
66
  .literal('thaw')
@@ -55,7 +79,7 @@ const GameTimeSchema = z
55
79
  export const gameTime = defineTool({
56
80
  name: 'godot_game_time',
57
81
  annotations: { title: 'Game Time Control', readOnlyHint: false, destructiveHint: false, openWorldHint: false },
58
- description: 'Make game time answer to your clock instead of racing ahead between tool calls: freeze the running game, observe it at leisure (screenshots and state digests work while frozen), then step forward a bounded slice of game time with inputs riding inside the window. The game\'s own pause menu is layered correctly: freezing over it, stepping under it, and thawing back to it all preserve the game\'s pause intent.',
82
+ description: 'Make game time answer to your clock instead of racing ahead between tool calls: freeze the running game, observe it at leisure (screenshots and state digests work while frozen), then step forward a bounded slice of game time (step) — or until a condition you specify holds (step_until) — with inputs riding inside the window. The game\'s own pause menu is layered correctly: freezing over it, stepping under it, and thawing back to it all preserve the game\'s pause intent.',
59
83
  schema: GameTimeSchema,
60
84
  async execute(args, { godot }) {
61
85
  switch (args.action) {
@@ -73,6 +97,15 @@ export const gameTime = defineTool({
73
97
  });
74
98
  return structured(result);
75
99
  }
100
+ case 'step_until': {
101
+ const result = await godot.sendCommand('game_time_step_until', {
102
+ until: args.until,
103
+ max_ms: args.max_ms,
104
+ report: args.report,
105
+ inputs: args.inputs,
106
+ });
107
+ return structured(result);
108
+ }
76
109
  case 'thaw': {
77
110
  const result = await godot.sendCommand('game_time_thaw');
78
111
  if (!result.was_frozen) {
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"game-time.js","sourceRoot":"","sources":["../../src/tools/game-time.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,CAAC,EAAE,MAAM,KAAK,CAAC;AACxB,OAAO,EAAE,UAAU,EAAE,MAAM,wBAAwB,CAAC;AACpD,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AACnD,OAAO,EAAE,iBAAiB,EAAE,MAAM,YAAY,CAAC;AAG/C,6EAA6E;AAC7E,4EAA4E;AAC5E,oBAAoB;AACpB,MAAM,WAAW,GAAG,KAAK,CAAC;AAC1B,MAAM,eAAe,GAAG,IAAI,CAAC;AAE7B,MAAM,cAAc,GAAG,CAAC;KACrB,kBAAkB,CAAC,QAAQ,EAAE;IAC5B,CAAC,CAAC,MAAM,CAAC;QACP,MAAM,EAAE,CAAC;aACN,OAAO,CAAC,QAAQ,CAAC;aACjB,QAAQ,CAAC,0JAA0J,CAAC;KACxK,CAAC;IACF,CAAC,CAAC,MAAM,CAAC;QACP,MAAM,EAAE,CAAC;aACN,OAAO,CAAC,MAAM,CAAC;aACf,QAAQ,CAAC,kIAAkI,CAAC;QAC/I,WAAW,EAAE,CAAC;aACX,MAAM,EAAE;aACR,GAAG,EAAE;aACL,GAAG,CAAC,CAAC,CAAC;aACN,GAAG,CAAC,WAAW,CAAC;aAChB,QAAQ,EAAE;aACV,QAAQ,CAAC,6CAA6C,WAAW,yEAAyE,CAAC;QAC9I,MAAM,EAAE,CAAC;aACN,MAAM,EAAE;aACR,GAAG,EAAE;aACL,GAAG,CAAC,CAAC,CAAC;aACN,GAAG,CAAC,eAAe,CAAC;aACpB,QAAQ,EAAE;aACV,QAAQ,CAAC,gDAAgD,eAAe,yCAAyC,CAAC;QACrH,MAAM,EAAE,CAAC;aACN,KAAK,CAAC,iBAAiB,CAAC;aACxB,QAAQ,EAAE;aACV,QAAQ,CAAC,sOAAsO,CAAC;KACpP,CAAC;IACF,CAAC,CAAC,MAAM,CAAC;QACP,MAAM,EAAE,CAAC;aACN,OAAO,CAAC,YAAY,CAAC;aACrB,QAAQ,CAAC,6QAA6Q,CAAC;QAC1R,KAAK,EAAE,CAAC;aACL,MAAM,EAAE;aACR,GAAG,CAAC,CAAC,CAAC;aACN,QAAQ,CAAC,8wBAA8wB,CAAC;QAC3xB,MAAM,EAAE,CAAC;aACN,MAAM,EAAE;aACR,GAAG,EAAE;aACL,GAAG,CAAC,CAAC,CAAC;aACN,GAAG,CAAC,WAAW,CAAC;aAChB,QAAQ,EAAE;aACV,QAAQ,CAAC,yDAAyD,WAAW,aAAa,WAAW,+IAA+I,CAAC;QACxP,MAAM,EAAE,CAAC;aACN,KAAK,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;aACxB,QAAQ,EAAE;aACV,QAAQ,CAAC,mWAAmW,CAAC;QAChX,MAAM,EAAE,CAAC;aACN,KAAK,CAAC,iBAAiB,CAAC;aACxB,QAAQ,EAAE;aACV,QAAQ,CAAC,wKAAwK,CAAC;KACtL,CAAC;IACF,CAAC,CAAC,MAAM,CAAC;QACP,MAAM,EAAE,CAAC;aACN,OAAO,CAAC,MAAM,CAAC;aACf,QAAQ,CAAC,+FAA+F,CAAC;KAC7G,CAAC;IACF,CAAC,CAAC,MAAM,CAAC;QACP,MAAM,EAAE,CAAC;aACN,OAAO,CAAC,QAAQ,CAAC;aACjB,QAAQ,CAAC,uUAAuU,CAAC;KACrV,CAAC;CACH,CAAC;IACF,+EAA+E;KAC9E,MAAM,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,IAAI,CAAC,MAAM,KAAK,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,KAAK,SAAS,CAAC,KAAK,CAAC,IAAI,CAAC,MAAM,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE;IACpH,OAAO,EAAE,oDAAoD;CAC9D,CAAC,CAAC;AAuBL,MAAM,CAAC,MAAM,QAAQ,GAAG,UAAU,CAAC;IACjC,IAAI,EAAE,iBAAiB;IACvB,WAAW,EAAE,EAAE,KAAK,EAAE,mBAAmB,EAAE,YAAY,EAAE,KAAK,EAAE,eAAe,EAAE,KAAK,EAAE,aAAa,EAAE,KAAK,EAAE;IAC9G,WAAW,EACT,2dAA2d;IAC7d,MAAM,EAAE,cAAc;IACtB,KAAK,CAAC,OAAO,CAAC,IAAkB,EAAE,EAAE,KAAK,EAAE;QACzC,QAAQ,IAAI,CAAC,MAAM,EAAE,CAAC;YACpB,KAAK,QAAQ,CAAC,CAAC,CAAC;gBACd,MAAM,MAAM,GAAG,MAAM,KAAK,CAAC,WAAW,CAInC,kBAAkB,CAAC,CAAC;gBACvB,MAAM,IAAI,GAAG,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,uBAAuB,CAAC,CAAC,CAAC,EAAE,CAAC;gBAC9D,MAAM,MAAM,GAAG,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,wFAAwF,CAAC,CAAC,CAAC,EAAE,CAAC;gBAClI,OAAO,SAAS,IAAI,6DAA6D,MAAM,EAAE,CAAC;YAC5F,CAAC;YAED,KAAK,MAAM,CAAC,CAAC,CAAC;gBACZ,MAAM,MAAM,GAAG,MAAM,KAAK,CAAC,WAAW,CAAa,gBAAgB,EAAE;oBACnE,WAAW,EAAE,IAAI,CAAC,WAAW;oBAC7B,MAAM,EAAE,IAAI,CAAC,MAAM;oBACnB,MAAM,EAAE,IAAI,CAAC,MAAM;iBACpB,CAAC,CAAC;gBACH,OAAO,UAAU,CAAC,MAAM,CAAC,CAAC;YAC5B,CAAC;YAED,KAAK,YAAY,CAAC,CAAC,CAAC;gBAClB,MAAM,MAAM,GAAG,MAAM,KAAK,CAAC,WAAW,CAAa,sBAAsB,EAAE;oBACzE,KAAK,EAAE,IAAI,CAAC,KAAK;oBACjB,MAAM,EAAE,IAAI,CAAC,MAAM;oBACnB,MAAM,EAAE,IAAI,CAAC,MAAM;oBACnB,MAAM,EAAE,IAAI,CAAC,MAAM;iBACpB,CAAC,CAAC;gBACH,OAAO,UAAU,CAAC,MAAM,CAAC,CAAC;YAC5B,CAAC;YAED,KAAK,MAAM,CAAC,CAAC,CAAC;gBACZ,MAAM,MAAM,GAAG,MAAM,KAAK,CAAC,WAAW,CAKnC,gBAAgB,CAAC,CAAC;gBACrB,IAAI,CAAC,MAAM,CAAC,UAAU,EAAE,CAAC;oBACvB,OAAO,8CAA8C,CAAC;gBACxD,CAAC;gBACD,MAAM,UAAU,GAAG,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,sCAAsC,CAAC,CAAC,CAAC,EAAE,CAAC;gBACpF,OAAO,gBAAgB,MAAM,CAAC,cAAc,iDAAiD,UAAU,GAAG,CAAC;YAC7G,CAAC;YAED,KAAK,QAAQ,CAAC,CAAC,CAAC;gBACd,MAAM,MAAM,GAAG,MAAM,KAAK,CAAC,WAAW,CAA0B,kBAAkB,CAAC,CAAC;gBACpF,OAAO,UAAU,CAAC,MAAM,CAAC,CAAC;YAC5B,CAAC;QACH,CAAC;IACH,CAAC;CACF,CAAC,CAAC;AAEH,MAAM,CAAC,MAAM,aAAa,GAAG,CAAC,QAAQ,CAAwB,CAAC"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@satelliteoflove/godot-mcp",
3
- "version": "3.8.0",
3
+ "version": "3.9.0",
4
4
  "description": "MCP server for Godot Engine integration",
5
5
  "type": "module",
6
6
  "main": "dist/index.js",