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# AGENTS.md — Godot-AI-Navigation
A **Godot-MCP extension**: MCP tools for Godot's built-in navigation — regions (`NavigationRegion2D`/`3D` +
their `NavigationPolygon`/`NavigationMesh`), agents (`NavigationAgent2D`/`3D`) and links
(`NavigationLink2D`/`3D`). Shipped as a **source-only NuGet package** (`com.IvanMurzak.Godot.MCP.Navigation`)
that compiles inside the consumer's Godot project against the consumer's own GodotSharp. Created from
[`Godot-AI-Tools-Template`](https://github.com/IvanMurzak/Godot-MCP/tree/main/templates/extension). The packaging recipe is
the load-bearing detail — read `docs/source-only-nuget-recipe.md`.
## Layout
- `src/Godot-AI-Navigation/` — the source-only package (`Godot.NET.Sdk`):
- `Runtime/Tools/` — `Tool_Navigation.cs` (the `[AiToolType]` partial class), `Tool_Navigation.Ids.cs` (all
tool-id consts, pinned by tests), and the pure-managed `Tool_Navigation.Defaults.cs`.
- `Runtime/Navigation/` — pure-managed support types (`NavigationDimension` 2D/3D, `NavigationNodeInfo`,
`NavigationDefaults` with the agent-config clamp/validation rules), all unit-tested.
- `Editor/Tools/` — one file per editor tool (`Tool_Navigation.<Name>.cs`) + shared helpers in
`Tool_Navigation.Editor.cs`; all behind `#if TOOLS`.
- `build/com.IvanMurzak.Godot.MCP.Navigation.props` — source-injection props, auto-imported by NuGet in the
consumer; MUST stay named `<PackageId>.props`.
- `tests/Godot-AI-Navigation.Tests/` — xUnit specs for the pure-managed sources only (no Godot binary).
- `tests/e2e/` — live `run-tool` E2E: the tool list `e2e-tools.json`, driven by `run_tool_e2e.py`.
- `testbed/Navigation-Testbed.csproj` — consumer `Godot.NET.Sdk` project restoring the local-packed package;
its `dotnet build` is the source-injection proof.
- `commands/` — `bump-version`, `update-core`, `init` (`.ps1` + `.py`), `get-version.ps1`.
- CI and publishing are centralized in the monorepo; see `../../docs/EXTENSION-MONOREPO.md`.
- `docs/` — `source-only-nuget-recipe.md` (the packaging recipe + consumer story); `ci.md` (workflows, version
gate, multi-Godot matrix, NuGet publishing setup).
## Tools
Ids live in `Runtime/Tools/Tool_Navigation.Ids.cs` (the source of truth). Current tools: `navigation-defaults`
(pure-managed), `navigation-region-create`, `navigation-region-set-mesh`, `navigation-agent-create`,
`navigation-agent-configure`, `navigation-link-create`, `navigation-get`.
## Build / test (no Godot binary)
```bash
dotnet build src/Godot-AI-Navigation/Godot-AI-Navigation.csproj # source-only package compiles tools
dotnet test tests/Godot-AI-Navigation.Tests/Godot-AI-Navigation.Tests.csproj
dotnet pack src/Godot-AI-Navigation/Godot-AI-Navigation.csproj -p:Version=0.0.0-ci -o local-nuget
dotnet build testbed/Navigation-Testbed.csproj # consumes the local package (injection proof)
```
`Godot.NET.Sdk` supplies GodotSharp from NuGet, so build/test/pack and the source-injection proof need no
Godot install (the testbed build is a faithful proxy for `godot --build-solutions`). CI proves the recipe
across Godot 4.3 / 4.4 / 4.5 (the central monorepo SDK matrix). `dotnet pack` reuses the **global NuGet
cache** for an already-cached version: when re-packing the same `Version`, clear
`~/.nuget/packages/com.ivanmurzak.godot.mcp.navigation/<ver>` (or pack a unique version) before re-restoring
the testbed, or you silently build the stale cached source.
## Conventions
- Root namespace `com.IvanMurzak.Godot.MCP.Navigation`. Every `.cs` starts with the Apache-2.0 header.
- Pure-managed code (no Godot native API) → `Runtime/` (outside `#if TOOLS`, unit-testable); editor-driving
tools → `Editor/` (behind `#if TOOLS`, every Godot call via `MainThread.Instance.Run(...)`, E2E-verified).
- Godot types that wrap a native object (`Node`, `Resource`, `NodePath`, `SceneTree`) P/Invoke on
construction, so they must never be touched from the no-Godot xUnit host — keep them out of `Runtime/`.
- The package declares ONLY the `com.IvanMurzak.McpPlugin` / `com.IvanMurzak.ReflectorNet` min-version deps;
**GodotSharp must never become a package dependency** (CI asserts the nuspec). Keep the MCP pins in lockstep
with the core Godot-MCP addon; bump with `commands/update-core.ps1`.
- One `[AiToolType] partial class Tool_Navigation`; one `[AiTool]` method per partial-class file. Add every
new pure-managed source to the test csproj `<Compile Include>` list so it is unit-tested.