import { z } from "zod";
import { formatErrorForMcp } from "../utils/errors.js";
export function registerScriptTools(server, godot) {
    server.tool("list_scripts", "List all GDScript/C#/shader files in the project with class info", {
        path: z.string().optional().describe("Root path to search (default: res://)"),
        recursive: z.boolean().optional().describe("Search recursively (default: true)"),
    }, async (params) => {
        try {
            const result = await godot.sendCommand("list_scripts", params);
            return { content: [{ type: "text", text: JSON.stringify(result, null, 2) }] };
        }
        catch (e) {
            return { content: [{ type: "text", text: formatErrorForMcp(e) }], isError: true };
        }
    });
    server.tool("read_script", "Read the full content of a GDScript file", {
        path: z.string().describe("Path to the script (e.g. 'res://scripts/player.gd')"),
    }, async (params) => {
        try {
            const result = await godot.sendCommand("read_script", params);
            return { content: [{ type: "text", text: JSON.stringify(result, null, 2) }] };
        }
        catch (e) {
            return { content: [{ type: "text", text: formatErrorForMcp(e) }], isError: true };
        }
    });
    server.tool("create_script", "Create a new GDScript file with optional content or auto-generated template. Restricted to .gd/.cs paths. Refuses to overwrite a script that is currently open in Godot's script editor unless force=true is set.", {
        path: z.string().describe("Path for the new script (e.g. 'res://scripts/enemy_ai.gd'). Must be a .gd or .cs file."),
        content: z.string().optional().describe("Full script content. If empty, generates a template."),
        extends: z.string().optional().describe("Base class (default: 'Node'). Only used for template generation."),
        class_name: z.string().optional().describe("Class name to add. Only used for template generation."),
        force: z.boolean().optional().describe("Override the open-script-editor guard and write anyway. Use only when no editor buffer holds unsaved changes for the target path."),
    }, async (params) => {
        try {
            const result = await godot.sendCommand("create_script", params);
            return { content: [{ type: "text", text: JSON.stringify(result, null, 2) }] };
        }
        catch (e) {
            return { content: [{ type: "text", text: formatErrorForMcp(e) }], isError: true };
        }
    });
    server.tool("edit_script", "Edit a script using search-and-replace, full content replacement, line insertion, or 1-based inclusive line-range replacement. Restricted to .gd/.cs paths. Refuses to write a script that is currently open in Godot's script editor unless force=true is set.", {
        path: z.string().describe("Path to the script to edit. Must be a .gd or .cs file."),
        replacements: z
            .array(z.object({
            search: z.string().describe("Text to find"),
            replace: z.string().describe("Replacement text"),
            regex: z.boolean().optional().describe("Use regex for search (default: false)"),
        }))
            .optional()
            .describe("Array of search-and-replace operations"),
        content: z.string().optional().describe("Full replacement content (replaces entire file), or replacement lines when combined with start_line/end_line"),
        insert_at_line: z.number().optional().describe("Line number to insert text at (0-indexed)"),
        text: z.string().optional().describe("Text to insert (used with insert_at_line)"),
        start_line: z.number().optional().describe("1-based inclusive starting line for range replacement (used with content)"),
        end_line: z.number().optional().describe("1-based inclusive ending line for range replacement (defaults to start_line)"),
        force: z.boolean().optional().describe("Override the open-script-editor guard and write anyway."),
    }, async (params) => {
        try {
            const result = await godot.sendCommand("edit_script", params);
            return { content: [{ type: "text", text: JSON.stringify(result, null, 2) }] };
        }
        catch (e) {
            return { content: [{ type: "text", text: formatErrorForMcp(e) }], isError: true };
        }
    });
    server.tool("attach_script", "Attach a GDScript to a node in the current scene", {
        node_path: z.string().describe("Path to the target node"),
        script_path: z.string().describe("Path to the script file (e.g. 'res://scripts/player.gd')"),
    }, async (params) => {
        try {
            const result = await godot.sendCommand("attach_script", params);
            return { content: [{ type: "text", text: JSON.stringify(result, null, 2) }] };
        }
        catch (e) {
            return { content: [{ type: "text", text: formatErrorForMcp(e) }], isError: true };
        }
    });
    server.tool("validate_script", "Validate a GDScript file by attempting to compile it. Returns whether the script is valid. Use get_output_log or get_editor_errors for detailed error messages on failure.", {
        path: z.string().describe("Path to the script to validate (e.g. 'res://scripts/player.gd')"),
    }, async (params) => {
        try {
            const result = await godot.sendCommand("validate_script", params);
            return { content: [{ type: "text", text: JSON.stringify(result, null, 2) }] };
        }
        catch (e) {
            return { content: [{ type: "text", text: formatErrorForMcp(e) }], isError: true };
        }
    });
    server.tool("get_open_scripts", "Get a list of scripts currently open in the Godot script editor", {}, async () => {
        try {
            const result = await godot.sendCommand("get_open_scripts");
            return { content: [{ type: "text", text: JSON.stringify(result, null, 2) }] };
        }
        catch (e) {
            return { content: [{ type: "text", text: formatErrorForMcp(e) }], isError: true };
        }
    });
}
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