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).
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@@ -1,6 +1,7 @@
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class_name ActionSelectionSystem
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extends RefCounted
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func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
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if npc.is_dead:
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return null
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@@ -8,10 +9,7 @@ func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
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if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
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return ActionSelectionResult.new(SimulationIds.ACTION_EAT, 1.0)
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if village.food > 0:
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return ActionSelectionResult.new(
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SimulationIds.ACTION_WITHDRAW_FOOD,
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1.0
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)
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return ActionSelectionResult.new(SimulationIds.ACTION_WITHDRAW_FOOD, 1.0)
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return ActionSelectionResult.new(SimulationIds.ACTION_GATHER_FOOD, 4.0)
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if npc.hunger > 75.0:
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if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
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@@ -25,34 +23,58 @@ func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
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return ActionSelectionResult.new(SimulationIds.ACTION_REST)
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return ActionSelectionResult.new(_choose_best_work_action(npc, village))
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func _choose_best_work_action(
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npc: SimNPC,
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village: SimVillage
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) -> StringName:
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func _choose_best_work_action(npc: SimNPC, village: SimVillage) -> StringName:
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var scores := {
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SimulationIds.ACTION_GATHER_FOOD: _calculate_score(
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npc, SimulationIds.ACTION_GATHER_FOOD, village.food_priority,
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village.food, 15.0, 30.0, 3.0, 1.5
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SimulationIds.ACTION_GATHER_FOOD:
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_calculate_score(
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npc,
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SimulationIds.ACTION_GATHER_FOOD,
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village.food_priority,
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village.food,
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15.0,
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30.0,
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3.0,
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1.5
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),
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SimulationIds.ACTION_GATHER_WOOD: _calculate_score(
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npc, SimulationIds.ACTION_GATHER_WOOD, village.wood_priority,
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village.wood, 10.0, 20.0, 2.5, 1.0
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SimulationIds.ACTION_GATHER_WOOD:
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_calculate_score(
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npc,
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SimulationIds.ACTION_GATHER_WOOD,
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village.wood_priority,
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village.wood,
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10.0,
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20.0,
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2.5,
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1.0
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),
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SimulationIds.ACTION_PATROL: _calculate_score(
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npc, SimulationIds.ACTION_PATROL, village.safety_priority,
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village.safety, 30.0, 50.0, 3.0, 1.5
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SimulationIds.ACTION_PATROL:
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_calculate_score(
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npc,
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SimulationIds.ACTION_PATROL,
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village.safety_priority,
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village.safety,
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30.0,
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50.0,
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3.0,
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1.5
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),
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SimulationIds.ACTION_STUDY: _calculate_score(
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npc, SimulationIds.ACTION_STUDY, village.knowledge_priority,
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village.knowledge, 10.0, 25.0, 1.5, 0.75
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SimulationIds.ACTION_STUDY:
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_calculate_score(
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npc,
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SimulationIds.ACTION_STUDY,
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village.knowledge_priority,
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village.knowledge,
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10.0,
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25.0,
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1.5,
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0.75
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)
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}
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var best_action := SimulationIds.ACTION_GATHER_FOOD
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var best_score: float = scores[best_action]
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for action_id in [
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SimulationIds.ACTION_GATHER_WOOD,
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SimulationIds.ACTION_PATROL,
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SimulationIds.ACTION_STUDY
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SimulationIds.ACTION_GATHER_WOOD, SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY
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]:
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var score: float = scores[action_id]
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if score > best_score:
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@@ -60,6 +82,7 @@ func _choose_best_work_action(
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best_score = score
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return best_action
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func _calculate_score(
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npc: SimNPC,
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action_id: StringName,
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