Grid Placement

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.