gdharness 1.0.25 → 1.0.26
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/build/cli.js
CHANGED
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@@ -16489,7 +16489,7 @@ var init_tool_definitions = __esm(() => {
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property: {
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type: "string",
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ops: ["property", "find"],
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-
description: 'property: which one to read. find: read this one off every node matched, so a panel of labels is one call rather than one per label. Colons read through what a node holds, "_game:clock:speed", which is where a game keeps what is worth asking about. A number or a key steps into a list or a map, "_game:run:roster:0:traits", which is how the lists a game keeps its state in are walked: a roster, a board, an in-tray. A negative number counts from the end. A step written as a call, "get_viewport():gui_get_focus_owner()", calls a method that takes no arguments and walks into what it returned, which is how a question only a method answers is read in one call: which control holds the focus in the viewport this one is in. A list or a map answers the calls that read it and take no arguments, "_game:run:board:size()" or "_game:inbox:keys()", and not those that change it, such as clear() or sort(). A step that is not there is named, and says what was there instead.'
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16492
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description: 'property: which one to read. find: read this one off every node matched, so a panel of labels is one call rather than one per label. Colons read through what a node holds, "_game:clock:speed", which is where a game keeps what is worth asking about. A number or a key steps into a list or a map, "_game:run:roster:0:traits", which is how the lists a game keeps its state in are walked: a roster, a board, an in-tray. A packed list, such as a PackedStringArray, steps the same way. A negative number counts from the end. A step written as a call, "get_viewport():gui_get_focus_owner()", calls a method that takes no arguments and walks into what it returned, which is how a question only a method answers is read in one call: which control holds the focus in the viewport this one is in. A list or a map answers the calls that read it and take no arguments, "_game:run:board:size()" or "_game:inbox:keys()", and not those that change it, such as clear() or sort(). A step that is not there is named, and says what was there instead.'
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},
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depth: { type: "number", ops: ["tree"], description: "tree: levels to descend. Default 3." },
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includeProperties: {
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@@ -48,6 +48,22 @@ const MAP_CALLS: Array[String] = [
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"get_typed_value_class_name",
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"get_typed_value_script",
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]
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## The calls a path makes on a packed list, which has fewer than a list: measured on 4.7.2, it has no
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## front(), back(), max(), min() or hash().
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const PACKED_CALLS: Array[String] = ["size", "is_empty", "duplicate", "to_byte_array"]
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## The packed lists, which a game keeps names and points in as often as it keeps them in an Array.
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const PACKED: Array[int] = [
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TYPE_PACKED_BYTE_ARRAY,
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TYPE_PACKED_INT32_ARRAY,
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TYPE_PACKED_INT64_ARRAY,
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TYPE_PACKED_FLOAT32_ARRAY,
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TYPE_PACKED_FLOAT64_ARRAY,
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TYPE_PACKED_STRING_ARRAY,
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TYPE_PACKED_VECTOR2_ARRAY,
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TYPE_PACKED_VECTOR3_ARRAY,
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TYPE_PACKED_COLOR_ARRAY,
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TYPE_PACKED_VECTOR4_ARRAY,
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]
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## The calls an empty list has nothing to answer, which the engine reports as an error when asked.
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const NEEDS_AN_ELEMENT: Array[String] = ["front", "back", "pick_random"]
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@@ -142,7 +158,13 @@ static func object_at(root: Node, node: Node, node_path: String, given: Variant)
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## Whether a step can be taken into [param value] at all: an object, a list or a map can be walked
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## into, and a number or a string is where a path ends whether the caller meant it to or not.
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static func _can_hold(value: Variant) -> bool:
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return value is Object or value is Array or value is Dictionary
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return value is Object or value is Array or value is Dictionary or packed(value)
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## Whether [param value] is a packed list. Stepped into the way a list is, by index, and a write into
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## one reaches the game's own copy, since packed lists share their storage until one is duplicated.
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static func packed(value: Variant) -> bool:
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return typeof(value) in PACKED
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## What is wrong with reading [param named] off [param holder], or "" when nothing is.
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@@ -168,6 +190,10 @@ static func can_read(holder: Variant, named: String) -> bool:
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if not list_call.is_empty():
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return list_call in LIST_CALLS and not (items.is_empty() and list_call in NEEDS_AN_ELEMENT)
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return _index_in(named, items.size()) != -1
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if packed(holder):
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if not method_of(named).is_empty():
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return method_of(named) in PACKED_CALLS
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return _index_in(named, len(holder)) != -1
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if holder is Dictionary:
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var map: Dictionary = holder
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if not method_of(named).is_empty():
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@@ -209,6 +235,10 @@ static func write(holder: Variant, named: String, value: Variant) -> void:
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var items: Array = holder
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items[_index_in(named, items.size())] = value
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return
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if packed(holder):
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var list: Variant = holder
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list[_index_in(named, len(holder))] = value
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return
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if holder is Dictionary:
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var map: Dictionary = holder
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# Written back under the key it was found under, since a map keyed by StringName and one
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@@ -225,11 +255,14 @@ static func write(holder: Variant, named: String, value: Variant) -> void:
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## What [param holder] holds under [param named], or answers to it when [param named] is a call.
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## Only ever called once [method can_read] agrees.
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static func read_under(holder: Variant, named: String) -> Variant:
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if (holder is Array or holder is Dictionary) and not method_of(named).is_empty():
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if (holder is Array or holder is Dictionary or packed(holder)) and not method_of(named).is_empty():
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return Callable.create(holder, method_of(named)).call()
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if holder is Array:
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var items: Array = holder
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return items[_index_in(named, items.size())]
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if packed(holder):
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var list: Variant = holder
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return list[_index_in(named, len(holder))]
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if holder is Dictionary:
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var map: Dictionary = holder
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if map.has(named):
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@@ -269,6 +302,10 @@ static func nothing_there(holder: Variant, named: String, called_as: String) ->
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if not container_call.is_empty():
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return container_calls_refused(called_as, "a list", container_call)
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return "%s is a list of %d, so there is no %s in it" % [called_as, items.size(), named]
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if packed(holder):
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if not container_call.is_empty():
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return container_calls_refused(called_as, "a packed list", container_call)
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return "%s is a packed list of %d, so there is no %s in it" % [called_as, len(holder), named]
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if holder is Dictionary:
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if not container_call.is_empty():
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return container_calls_refused(called_as, "a map", container_call)
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@@ -303,10 +340,14 @@ static func nothing_there(holder: Variant, named: String, called_as: String) ->
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return "%s has no property %s" % [called_as, named]
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-
## Why [param method] is not a call a path makes on [param sort] ("a list"
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## the calls it does make.
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## Why [param method] is not a call a path makes on [param sort] ("a list", "a packed list" or "a
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## map"), naming the calls it does make.
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static func container_calls_refused(called_as: String, sort: String, method: String) -> String:
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var calls: Array[String] =
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var calls: Array[String] = MAP_CALLS
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if sort == "a list":
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calls = LIST_CALLS
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elif sort == "a packed list":
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calls = PACKED_CALLS
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var spelled: Array[String] = []
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for each: String in calls:
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spelled.append(each + "()")
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@@ -705,7 +705,11 @@ func call_method(params: Dictionary) -> Dictionary:
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# rather than as "has no method", which reads as a misspelling of a method that was never going
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# to be there, and with the element spelled out, since a method on what it holds is the usual aim.
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if not reached["holder"] is Object:
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var sort: String = "a list"
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var sort: String = "a list"
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if reached["holder"] is Dictionary:
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sort = "a map"
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elif Paths.packed(reached["holder"]):
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sort = "a packed list"
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var spelled: String = str(reached["name"])
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if Paths.method_of(spelled).is_empty():
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spelled += "()"
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package/build/index.js
CHANGED
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@@ -30496,7 +30496,7 @@ var TOOL_SPECS = [
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property: {
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type: "string",
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ops: ["property", "find"],
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-
description: 'property: which one to read. find: read this one off every node matched, so a panel of labels is one call rather than one per label. Colons read through what a node holds, "_game:clock:speed", which is where a game keeps what is worth asking about. A number or a key steps into a list or a map, "_game:run:roster:0:traits", which is how the lists a game keeps its state in are walked: a roster, a board, an in-tray. A negative number counts from the end. A step written as a call, "get_viewport():gui_get_focus_owner()", calls a method that takes no arguments and walks into what it returned, which is how a question only a method answers is read in one call: which control holds the focus in the viewport this one is in. A list or a map answers the calls that read it and take no arguments, "_game:run:board:size()" or "_game:inbox:keys()", and not those that change it, such as clear() or sort(). A step that is not there is named, and says what was there instead.'
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description: 'property: which one to read. find: read this one off every node matched, so a panel of labels is one call rather than one per label. Colons read through what a node holds, "_game:clock:speed", which is where a game keeps what is worth asking about. A number or a key steps into a list or a map, "_game:run:roster:0:traits", which is how the lists a game keeps its state in are walked: a roster, a board, an in-tray. A packed list, such as a PackedStringArray, steps the same way. A negative number counts from the end. A step written as a call, "get_viewport():gui_get_focus_owner()", calls a method that takes no arguments and walks into what it returned, which is how a question only a method answers is read in one call: which control holds the focus in the viewport this one is in. A list or a map answers the calls that read it and take no arguments, "_game:run:board:size()" or "_game:inbox:keys()", and not those that change it, such as clear() or sort(). A step that is not there is named, and says what was there instead.'
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},
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depth: { type: "number", ops: ["tree"], description: "tree: levels to descend. Default 3." },
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includeProperties: {
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "gdharness",
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"version": "1.0.
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"version": "1.0.26",
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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",
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