gdharness 0.13.44 → 1.0.0

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package/README.md CHANGED
@@ -53,16 +53,16 @@ emptily, so a call that succeeded is a call that was understood.
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  ## At a glance
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- | | |
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- | --------- | -------------------------------------------------------------------------------- |
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- | Needs | Godot 4.7 or newer, Node 22 or newer. Runs under Bun 1.4 too. |
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- | Surface | 30 tools named `domain_verb`, and 4 `godot://` resources |
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- | Reaches | The editor that is open, a game it is playing, and the project on disk |
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- | Harnesses | 35, written inside the project wherever the harness has a project config |
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- | Skill | Written to `.agents/skills`, which every major harness reads |
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- | Install | npm, or a Sigstore-signed archive with an SBOM, SLSA Build Level 3 |
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- | Proven | Every tool driven against Godot 4.7.2 in CI, on Windows, Linux and macOS |
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- | Status | 0.x: pin an exact version. [What a bump means](.github/CONTRIBUTING.md#versions) |
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+ | | |
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+ | --------- | ------------------------------------------------------------------------------------ |
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+ | Needs | Godot 4.7 or newer, Node 22 or newer. Runs under Bun 1.4 too. |
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+ | Surface | 30 tools named `domain_verb`, and 4 `godot://` resources |
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+ | Reaches | The editor that is open, a game it is playing, and the project on disk |
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+ | Harnesses | 35, written inside the project wherever the harness has a project config |
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+ | Skill | Written to `.agents/skills`, which every major harness reads |
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+ | Install | npm, or a Sigstore-signed archive with an SBOM, SLSA Build Level 3 |
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+ | Proven | Every tool driven against Godot 4.7.2 in CI, on Windows, Linux and macOS |
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+ | Status | 1.0: every release is a patch. [What a bump means](.github/CONTRIBUTING.md#versions) |
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  Older 4.x is likely to work and is not tested.
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package/build/cli.js CHANGED
@@ -15319,10 +15319,22 @@ function opTakes(spec, op, name) {
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  function argumentsOf(spec, op) {
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  return Object.keys(spec.parameters).filter((name) => opTakes(spec, op, name));
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  }
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- function toolsWithoutProjectPath() {
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- return TOOL_SPECS.filter((spec) => !Object.hasOwn(spec.parameters, "projectPath")).map((spec) => spec.name).sort();
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+ function callsWithoutProjectPath() {
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+ const calls = [];
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+ for (const spec of TOOL_SPECS) {
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+ if (!Object.hasOwn(spec.parameters, "projectPath")) {
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+ calls.push(spec.name);
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+ continue;
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+ }
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+ for (const op of Object.keys(spec.operations ?? {})) {
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+ if (!opTakes(spec, op, "projectPath")) {
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+ calls.push(`${spec.name} ${op}`);
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+ }
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+ }
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+ }
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+ return calls.sort();
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  }
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- function projectPathSentence(without = toolsWithoutProjectPath()) {
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+ function projectPathSentence(without = callsWithoutProjectPath()) {
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  if (without.length === 0) {
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  return "Every call takes `projectPath`";
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  }
@@ -247,11 +247,27 @@ func _matches_apart_from_name(node: Node, wanted: Dictionary[String, String]) ->
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  if not script is Script:
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  return false
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  var attached: Script = script
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- if attached.get_global_name() != wanted["class"]:
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+ if not _script_is(attached, wanted["class"]):
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  return false
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  return true
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+ ## Whether [param attached] is the script class [param wanted], the way a typed `is` reads it: its
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+ ## own class_name, or one it extends at any distance.
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+ ##
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+ ## The class_name alone answered 0 for `Card` over a tree of rows whose scripts extend Card two
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+ ## steps down, IntakeRow extends DocketCard extends Card, while `is_class` reaches every native
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+ ## subclass. A caller naming a class means what extends it, whichever side of the line the class
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+ ## is declared on.
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+ static func _script_is(attached: Script, wanted: String) -> bool:
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+ var walk: Script = attached
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+ while walk != null:
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+ if walk.get_global_name() == wanted:
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+ return true
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+ walk = walk.get_base_script()
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+ return false
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+
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+
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  ## Where a node is on screen: a Control's rectangle, a Node2D's position, or the place a 3D node
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  ## is drawn in, in both the canvas coordinates the node reports and the window pixels input
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  ## arrives in. The two differ whenever the project stretches its viewport, which is what made a
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "gdharness",
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- "version": "0.13.44",
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+ "version": "1.0.0",
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  "mcpName": "io.github.Aureliolo/gdharness",
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  "description": "A harness for driving a Godot 4 project from an agent: editor addons, a runtime bridge into the running game, an MCP server in front of them, and a CLI that installs and diagnoses the Godot side.",
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  "type": "module",