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
@@ -1,6 +1,7 @@
class_name ActionExecutionSystem
extends RefCounted
func advance_npc(npc: SimNPC, village: SimVillage) -> void:
if npc.is_dead:
return
@@ -12,6 +13,7 @@ func advance_npc(npc: SimNPC, village: SimVillage) -> void:
npc.task_complete = true
npc.task_state = SimNPC.TASK_STATE_COMPLETE
func _update_needs(npc: SimNPC, village: SimVillage) -> void:
npc.hunger += 3.0 * village.food_modifier
match npc.task_state:
+2 -4
View File
@@ -4,9 +4,7 @@ extends RefCounted
var action_id: StringName
var duration_override := -1.0
func _init(
selected_action_id: StringName,
selected_duration_override: float = -1.0
) -> void:
func _init(selected_action_id: StringName, selected_duration_override: float = -1.0) -> void:
action_id = selected_action_id
duration_override = selected_duration_override
+46 -23
View File
@@ -1,6 +1,7 @@
class_name ActionSelectionSystem
extends RefCounted
func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
if npc.is_dead:
return null
@@ -8,10 +9,7 @@ func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(SimulationIds.ACTION_EAT, 1.0)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD,
1.0
)
return ActionSelectionResult.new(SimulationIds.ACTION_WITHDRAW_FOOD, 1.0)
return ActionSelectionResult.new(SimulationIds.ACTION_GATHER_FOOD, 4.0)
if npc.hunger > 75.0:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
@@ -25,34 +23,58 @@ func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
return ActionSelectionResult.new(SimulationIds.ACTION_REST)
return ActionSelectionResult.new(_choose_best_work_action(npc, village))
func _choose_best_work_action(
npc: SimNPC,
village: SimVillage
) -> StringName:
func _choose_best_work_action(npc: SimNPC, village: SimVillage) -> StringName:
var scores := {
SimulationIds.ACTION_GATHER_FOOD: _calculate_score(
npc, SimulationIds.ACTION_GATHER_FOOD, village.food_priority,
village.food, 15.0, 30.0, 3.0, 1.5
SimulationIds.ACTION_GATHER_FOOD:
_calculate_score(
npc,
SimulationIds.ACTION_GATHER_FOOD,
village.food_priority,
village.food,
15.0,
30.0,
3.0,
1.5
),
SimulationIds.ACTION_GATHER_WOOD: _calculate_score(
npc, SimulationIds.ACTION_GATHER_WOOD, village.wood_priority,
village.wood, 10.0, 20.0, 2.5, 1.0
SimulationIds.ACTION_GATHER_WOOD:
_calculate_score(
npc,
SimulationIds.ACTION_GATHER_WOOD,
village.wood_priority,
village.wood,
10.0,
20.0,
2.5,
1.0
),
SimulationIds.ACTION_PATROL: _calculate_score(
npc, SimulationIds.ACTION_PATROL, village.safety_priority,
village.safety, 30.0, 50.0, 3.0, 1.5
SimulationIds.ACTION_PATROL:
_calculate_score(
npc,
SimulationIds.ACTION_PATROL,
village.safety_priority,
village.safety,
30.0,
50.0,
3.0,
1.5
),
SimulationIds.ACTION_STUDY: _calculate_score(
npc, SimulationIds.ACTION_STUDY, village.knowledge_priority,
village.knowledge, 10.0, 25.0, 1.5, 0.75
SimulationIds.ACTION_STUDY:
_calculate_score(
npc,
SimulationIds.ACTION_STUDY,
village.knowledge_priority,
village.knowledge,
10.0,
25.0,
1.5,
0.75
)
}
var best_action := SimulationIds.ACTION_GATHER_FOOD
var best_score: float = scores[best_action]
for action_id in [
SimulationIds.ACTION_GATHER_WOOD,
SimulationIds.ACTION_PATROL,
SimulationIds.ACTION_STUDY
SimulationIds.ACTION_GATHER_WOOD, SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY
]:
var score: float = scores[action_id]
if score > best_score:
@@ -60,6 +82,7 @@ func _choose_best_work_action(
best_score = score
return best_action
func _calculate_score(
npc: SimNPC,
action_id: StringName,
+8 -19
View File
@@ -1,11 +1,9 @@
class_name ActionTargetResolver
extends RefCounted
func resolve(
npc: SimNPC,
origin: Vector3,
simulation_manager: Node,
active_world_adapter: Node
npc: SimNPC, origin: Vector3, simulation_manager: Node, active_world_adapter: Node
) -> Dictionary:
var definition := SimulationDefinitions.get_action(npc.current_task)
if definition == null:
@@ -13,18 +11,17 @@ func resolve(
match definition.target_type:
SimulationIds.TARGET_RESOURCE:
return _resolve_resource(
npc, origin, definition, simulation_manager,
active_world_adapter
npc, origin, definition, simulation_manager, active_world_adapter
)
SimulationIds.TARGET_ACTIVITY:
return active_world_adapter.get_activity_target(npc.current_task)
SimulationIds.TARGET_FREE:
return {
"target_id": "",
"position": origin + simulation_manager.get_wander_offset(npc.id)
"target_id": "", "position": origin + simulation_manager.get_wander_offset(npc.id)
}
return {}
func _resolve_resource(
npc: SimNPC,
origin: Vector3,
@@ -34,18 +31,10 @@ func _resolve_resource(
) -> Dictionary:
var best: Dictionary = {}
var best_distance := INF
for candidate in active_world_adapter.get_resource_candidates(
definition.resource_action_id
):
for candidate in active_world_adapter.get_resource_candidates(definition.resource_action_id):
var node_id := StringName(candidate["target_id"])
var state: ResourceStateRecord = simulation_manager.get_resource_state(
node_id
)
if (
state == null
or not state.can_npc_use()
or not state.is_available_for(npc.id)
):
var state: ResourceStateRecord = simulation_manager.get_resource_state(node_id)
if state == null or not state.can_npc_use() or not state.is_available_for(npc.id):
continue
var position: Vector3 = candidate["position"]
var distance := origin.distance_squared_to(position)