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:
+10
-13
@@ -14,13 +14,9 @@ extends CharacterBody3D
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@export var stomach_capacity_for_food := 5
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@export var interaction_range := 3.0
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func _physics_process(delta: float) -> void:
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var input := Input.get_vector(
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"move_left",
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"move_right",
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"move_forward",
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"move_backward"
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)
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var input := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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var forward := -camera_rig.global_transform.basis.z
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var right := camera_rig.global_transform.basis.x
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@@ -37,7 +33,7 @@ func _physics_process(delta: float) -> void:
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velocity.x = move_toward(velocity.x, target_velocity.x, acceleration * delta)
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velocity.z = move_toward(velocity.z, target_velocity.z, acceleration * delta)
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if not is_on_floor():
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velocity.y -= 30.0 * delta
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else:
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@@ -54,8 +50,8 @@ func _unhandled_input(event: InputEvent) -> void:
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# keep your camera mouse code here too
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if event.is_action_pressed("interact"):
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try_interact()
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func try_interact() -> void:
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if simulation_manager == null:
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return
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@@ -73,13 +69,13 @@ func try_interact() -> void:
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simulation_manager.eat_food(stomach_capacity_for_food)
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print("Player ate food from the village supply.")
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func try_harvest_resource_node() -> bool:
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if not simulation_manager.has_method("find_resource_node_for_player"):
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push_error("Player: SimulationManager cannot find ResourceNodes")
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return false
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var node: ResourceNode = simulation_manager.find_resource_node_for_player(
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global_position,
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interaction_range
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global_position, interaction_range
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)
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if node == null:
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return false
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@@ -102,9 +98,10 @@ func try_harvest_resource_node() -> bool:
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else:
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print("%s could not be harvested." % node.node_id)
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return true
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func is_near(zone: Marker3D) -> bool:
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if zone == null:
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return false
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return global_position.distance_to(zone.global_position) <= interaction_range
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