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project-tools.ts9.62 kB
import type { ToolHandler } from "./types.js"; import type { GodotExecutor } from "../godot/executor.js"; import { isGodotProject, findSceneFiles, findScriptFiles } from "../godot/finder.js"; import * as fs from "fs/promises"; import * as path from "path"; // Get Project Info Tool export const getProjectInfoTool: ToolHandler = { definition: { name: "get_project_info", description: "Get information about a Godot project including name, main scene, and Godot version", inputSchema: { type: "object", properties: { project_path: { type: "string", description: "Absolute path to the Godot project directory", }, }, required: ["project_path"], }, }, async execute(args, executor) { const projectPath = args.project_path as string; if (!(await isGodotProject(projectPath))) { throw new Error(`Not a valid Godot project: ${projectPath}`); } // Read project.godot file directly for basic info even without Godot const projectFile = path.join(projectPath, "project.godot"); const content = await fs.readFile(projectFile, "utf-8"); const getConfigValue = (section: string, key: string): string | undefined => { const regex = new RegExp(`\\[${section}\\][\\s\\S]*?${key}\\s*=\\s*"?([^"\\n]+)"?`, "m"); const match = content.match(regex); return match?.[1]; }; const projectName = getConfigValue("application", "config/name") || "Unknown"; const mainScene = getConfigValue("application", "run/main_scene") || ""; // Get scenes and scripts count const scenes = await findSceneFiles(projectPath); const scripts = await findScriptFiles(projectPath); const result: Record<string, unknown> = { project_name: projectName, project_path: projectPath, main_scene: mainScene, scene_count: scenes.length, script_count: scripts.length, }; // If executor is available, get Godot version if (executor) { const version = await executor.getVersion(); result.godot_version = version; } return result; }, }; // List Scenes Tool export const listScenesTool: ToolHandler = { definition: { name: "list_scenes", description: "List all scene files (.tscn, .scn) in a Godot project", inputSchema: { type: "object", properties: { project_path: { type: "string", description: "Absolute path to the Godot project directory", }, }, required: ["project_path"], }, }, async execute(args, _executor) { const projectPath = args.project_path as string; if (!(await isGodotProject(projectPath))) { throw new Error(`Not a valid Godot project: ${projectPath}`); } const scenes = await findSceneFiles(projectPath); return { project_path: projectPath, scenes, count: scenes.length, }; }, }; // Launch Editor Tool export const launchEditorTool: ToolHandler = { definition: { name: "launch_editor", description: "Launch the Godot editor for a project", inputSchema: { type: "object", properties: { project_path: { type: "string", description: "Absolute path to the Godot project directory", }, }, required: ["project_path"], }, }, async execute(args, executor) { const projectPath = args.project_path as string; if (!executor) { throw new Error("Godot is not available"); } if (!(await isGodotProject(projectPath))) { throw new Error(`Not a valid Godot project: ${projectPath}`); } const result = await executor.launchEditor(projectPath); return result.output; }, }; // Run Project Tool export const runProjectTool: ToolHandler = { definition: { name: "run_project", description: "Run a Godot project", inputSchema: { type: "object", properties: { project_path: { type: "string", description: "Absolute path to the Godot project directory", }, }, required: ["project_path"], }, }, async execute(args, executor) { const projectPath = args.project_path as string; if (!executor) { throw new Error("Godot is not available"); } if (!(await isGodotProject(projectPath))) { throw new Error(`Not a valid Godot project: ${projectPath}`); } const result = await executor.runProject(projectPath); return result.output; }, }; // Get Godot Version Tool export const getGodotVersionTool: ToolHandler = { definition: { name: "get_godot_version", description: "Get the version of the Godot engine being used", inputSchema: { type: "object", properties: {}, required: [], }, }, async execute(_args, executor) { if (!executor) { throw new Error("Godot is not available. Please install Godot and ensure it's in your PATH or set GODOT_PATH environment variable."); } const version = await executor.getVersion(); const godotPath = executor.getGodotPath(); return { version, path: godotPath, }; }, }; // Create Resource Tool export const createResourceTool: ToolHandler = { definition: { name: "create_resource", description: "Create a Godot resource file (.tres) like shapes, materials, or other resources", inputSchema: { type: "object", properties: { project_path: { type: "string", description: "Absolute path to the Godot project directory", }, resource_path: { type: "string", description: "Path for the new resource file (e.g., 'res://resources/my_material.tres')", }, resource_type: { type: "string", description: "Type of resource to create (e.g., 'CircleShape2D', 'StandardMaterial3D', 'BoxMesh')", }, properties: { type: "object", description: "Properties to set on the resource", additionalProperties: true, }, }, required: ["project_path", "resource_path", "resource_type"], }, }, async execute(args, executor) { const projectPath = args.project_path as string; const resourcePath = args.resource_path as string; const resourceType = args.resource_type as string; const properties = (args.properties as Record<string, unknown>) || {}; if (!executor) { throw new Error("Godot is not available"); } if (!(await isGodotProject(projectPath))) { throw new Error(`Not a valid Godot project: ${projectPath}`); } const result = await executor.execute(projectPath, "create_resource", { resource_path: resourcePath, resource_type: resourceType, properties, }); if (!result.success) { throw new Error(result.error || "Failed to create resource"); } return result.output; }, }; // Initialize Project Tool (creates project.godot) export const initProjectTool: ToolHandler = { definition: { name: "init_project", description: "Initialize a new Godot project by creating project.godot file", inputSchema: { type: "object", properties: { project_path: { type: "string", description: "Absolute path where the project should be created", }, project_name: { type: "string", description: "Name of the project", }, renderer: { type: "string", enum: ["forward_plus", "mobile", "gl_compatibility"], description: "Rendering method to use", default: "forward_plus", }, }, required: ["project_path", "project_name"], }, }, async execute(args, _executor) { const projectPath = args.project_path as string; const projectName = args.project_name as string; const renderer = (args.renderer as string) || "forward_plus"; // Check if project already exists const projectFile = path.join(projectPath, "project.godot"); try { await fs.access(projectFile); throw new Error(`Project already exists at ${projectPath}`); } catch (error) { if ((error as NodeJS.ErrnoException).code !== "ENOENT") { throw error; } } // Create project directory await fs.mkdir(projectPath, { recursive: true }); // Create project.godot const projectContent = `; Engine configuration file. ; It's best edited using the editor UI and not directly, ; since the parameters that go here are not all obvious. ; ; Format: ; [section] ; section goes between [] ; param=value ; assign values to parameters config_version=5 [application] config/name="${projectName}" config/features=PackedStringArray("4.3", "Forward Plus") [rendering] renderer/rendering_method="${renderer}" `; await fs.writeFile(projectFile, projectContent, "utf-8"); // Create standard directories const dirs = ["scenes", "scripts", "resources", "assets"]; for (const dir of dirs) { await fs.mkdir(path.join(projectPath, dir), { recursive: true }); // Create .gdignore placeholder to keep empty dirs await fs.writeFile(path.join(projectPath, dir, ".gitkeep"), "", "utf-8"); } return { success: true, message: `Created new Godot project "${projectName}" at ${projectPath}`, project_path: projectPath, created_directories: dirs, }; }, }; export const projectTools = [ getProjectInfoTool, listScenesTool, launchEditorTool, runProjectTool, getGodotVersionTool, createResourceTool, initProjectTool, ];

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