Quaternius weapons, input fixes, sound & path fixes
- Added 6 Quaternius weapon models (Pistol, Revolver, Rifle, Shotgun, P90, SniperRifle) - Created weapon resource files with balanced stats - Wired Pistol + Rifle into player.tscn replacing Kenney blasters - Fixed WASD input (matched input map action names) - Fixed Escape key toggles mouse capture - Added Audio autoload singleton - Fixed broken sound asset paths across all scripts - Fixed all scene ext_resource text paths (nested under assets/kenney-fps/) - Fixed all .import source_file paths - Deleted stale .import files (will be regenerated by editor on open)
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Vendored
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/**
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* Tool dispatch table.
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*
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* Maps every MCP tool name to a handler that takes the runner + raw args and
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* returns the tool response. Extracted from index.ts so tests can exercise
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* dispatch as a pure data structure (no Server / stdio / lifecycle setup).
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*
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* Behavioral contract preserved from the original switch in index.ts:
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* - Each name routes to the same handler it did before.
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* - Unknown tool names throw McpError(MethodNotFound, ...) — see
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* `dispatchToolCall`.
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*/
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import type { GodotRunner, OperationParams, ToolHandler, ToolResponse } from './utils/godot-runner.js';
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export declare const toolDispatch: Record<string, ToolHandler>;
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export declare function dispatchToolCall(runner: GodotRunner, toolName: string, args: OperationParams): Promise<ToolResponse>;
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//# sourceMappingURL=dispatch.d.ts.map
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