/**
* Edit Node Tool
* Edits properties of existing nodes in Godot scenes
*
* ISO/IEC 5055 compliant - Zod validation
* ISO/IEC 25010 compliant - data integrity
*/
import { ToolDefinition, ToolResponse, BaseToolArgs } from '../../server/types';
import {
prepareToolArgs,
validateProjectPath,
validateScenePath,
createSuccessResponse,
} from '../BaseToolHandler';
import { createErrorResponse } from '../../utils/ErrorHandler';
import { detectGodotPath } from '../../core/PathManager';
import { executeOperation } from '../../core/GodotExecutor';
import { logDebug } from '../../utils/Logger';
import {
EditNodeSchema,
EditNodeInput,
toMcpSchema,
safeValidateInput,
} from '../../core/ZodSchemas';
export const editNodeDefinition: ToolDefinition = {
name: 'edit_node',
description: 'Edit properties of an existing node in a Godot scene',
inputSchema: toMcpSchema(EditNodeSchema),
};
export const handleEditNode = async (args: BaseToolArgs): Promise<ToolResponse> => {
const preparedArgs = prepareToolArgs(args);
// Zod validation
const validation = safeValidateInput(EditNodeSchema, preparedArgs);
if (!validation.success) {
return createErrorResponse(`Validation failed: ${validation.error}`, [
'Provide projectPath, scenePath, nodePath, and properties',
]);
}
const typedArgs: EditNodeInput = validation.data;
const projectValidationError = validateProjectPath(typedArgs.projectPath);
if (projectValidationError) {
return projectValidationError;
}
const sceneValidationError = validateScenePath(typedArgs.projectPath, typedArgs.scenePath);
if (sceneValidationError) {
return sceneValidationError;
}
try {
// Ensure Godot path is available
const godotPath = await detectGodotPath();
if (!godotPath) {
return createErrorResponse('Could not find a valid Godot executable path', [
'Ensure Godot is installed correctly',
'Set GODOT_PATH environment variable to specify the correct path',
]);
}
logDebug(`Editing node ${typedArgs.nodePath} in scene: ${typedArgs.scenePath}`);
// Prepare parameters for the operation
const params: BaseToolArgs = {
scenePath: typedArgs.scenePath,
nodePath: typedArgs.nodePath,
properties: typedArgs.properties,
};
// Execute the operation
const { stdout, stderr } = await executeOperation(
'edit_node',
params,
typedArgs.projectPath,
godotPath,
);
if (stderr && stderr.includes('Failed to')) {
return createErrorResponse(`Failed to edit node: ${stderr}`, [
'Check if the node path exists in the scene',
'Ensure the property names are valid for the node type',
'Verify the scene file is not corrupted',
]);
}
return createSuccessResponse(`Node edited successfully: ${typedArgs.nodePath}\n\nOutput: ${stdout}`);
} catch (error: unknown) {
const errorMessage = error instanceof Error ? error.message : 'Unknown error';
return createErrorResponse(`Failed to edit node: ${errorMessage}`, [
'Ensure Godot is installed correctly',
'Check if the GODOT_PATH environment variable is set correctly',
'Verify the project path and scene path are accessible',
]);
}
};