Architecture Flow: Nodes → Workflows → Services → State
This guide explains the high-level runtime wiring of GridPlacement 5.1.
1. What this guide covers
- How the addon is structured (nodes vs services).
- Where most gameplay logic lives.
- Where to look when debugging common issues.
2. Mental model
In 5.1, the runtime is easiest to reason about as:
- Nodes: scene-facing adapters (input, visuals, Godot lifecycle).
- Workflows: orchestration for user actions (build, rotate, demolish).
- Services: reusable domain logic (validation, targeting, occupancy).
- State: the current placement / grid state.
3. Where to start reading code
If you’re tracing behavior:
- Start at the scene/node entrypoint that handles input.
- Follow into the placement workflow/service it calls.
- Identify what state object is read/written.