新增godot mcp github copilot

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2026-05-28 21:00:39 +08:00
parent a550a2675e
commit 18e24d40f0
242 changed files with 33640 additions and 45 deletions

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import { readFileSync } from "node:fs";
import { fileURLToPath } from "node:url";
import { dirname, resolve } from "node:path";
const FALLBACK_INSTRUCTIONS = `# Godot MCP Pro
You have access to the Godot MCP Pro toolset for building and testing Godot games through the editor.
## Critical rules
- Tools are split into **editor** (always available) and **runtime** (require \`play_scene\` first).
- Never edit \`project.godot\` directly — use \`set_project_setting\`.
- For input simulation, use short \`simulate_key\` durations (0.30.5s), not integer seconds.
- \`execute_editor_script\` / \`execute_game_script\` must be valid GDScript; use \`_mcp_print(value)\` to return output.
## Getting oriented
- \`get_project_info\` — project overview
- \`get_scene_tree\` — current scene structure
- For a full usage guide, see \`instructions/CLAUDE.md\` in the installed package.
`;
/**
* Loads CLAUDE.md from the shipped `instructions/` directory so Claude has
* the essential usage guide from message #1 of every session. Falls back to
* a terse built-in string if the file can't be located (e.g. custom layouts).
*/
export function loadInstructions() {
const here = dirname(fileURLToPath(import.meta.url));
const candidates = [
resolve(here, "../../instructions/CLAUDE.md"),
resolve(here, "../../../instructions/CLAUDE.md"),
resolve(here, "../../../../instructions/CLAUDE.md"),
];
for (const path of candidates) {
try {
const content = readFileSync(path, "utf8");
if (content.trim().length > 0)
return content;
}
catch {
// try next
}
}
return FALLBACK_INSTRUCTIONS;
}
//# sourceMappingURL=load-instructions.js.map