style: apply gdformat formatting across the entire project

Auto-format all GDScript files using gdformat from gdtoolkit.
This is a baseline formatting pass to ensure consistent style:

- Normalizes indentation and spacing
- Wraps long lines to 100 characters
- Removes trailing whitespace
- Standardizes blank lines between functions

68 files reformatted, 8 files left unchanged (3rd-party addon files
with parse errors excluded).
This commit is contained in:
2026-07-05 23:06:23 +02:00
parent 28a2e42c41
commit 4463e524aa
69 changed files with 2253 additions and 1647 deletions
+10 -13
View File
@@ -14,13 +14,9 @@ extends CharacterBody3D
@export var stomach_capacity_for_food := 5
@export var interaction_range := 3.0
func _physics_process(delta: float) -> void:
var input := Input.get_vector(
"move_left",
"move_right",
"move_forward",
"move_backward"
)
var input := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var forward := -camera_rig.global_transform.basis.z
var right := camera_rig.global_transform.basis.x
@@ -37,7 +33,7 @@ func _physics_process(delta: float) -> void:
velocity.x = move_toward(velocity.x, target_velocity.x, acceleration * delta)
velocity.z = move_toward(velocity.z, target_velocity.z, acceleration * delta)
if not is_on_floor():
velocity.y -= 30.0 * delta
else:
@@ -54,8 +50,8 @@ func _unhandled_input(event: InputEvent) -> void:
# keep your camera mouse code here too
if event.is_action_pressed("interact"):
try_interact()
func try_interact() -> void:
if simulation_manager == null:
return
@@ -73,13 +69,13 @@ func try_interact() -> void:
simulation_manager.eat_food(stomach_capacity_for_food)
print("Player ate food from the village supply.")
func try_harvest_resource_node() -> bool:
if not simulation_manager.has_method("find_resource_node_for_player"):
push_error("Player: SimulationManager cannot find ResourceNodes")
return false
var node: ResourceNode = simulation_manager.find_resource_node_for_player(
global_position,
interaction_range
global_position, interaction_range
)
if node == null:
return false
@@ -102,9 +98,10 @@ func try_harvest_resource_node() -> bool:
else:
print("%s could not be harvested." % node.node_id)
return true
func is_near(zone: Marker3D) -> bool:
if zone == null:
return false
return global_position.distance_to(zone.global_position) <= interaction_range