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
+28 -29
View File
@@ -1,5 +1,6 @@
extends SceneTree
class FakeActiveWorld:
extends Node
@@ -12,12 +13,15 @@ class FakeActiveWorld:
func get_activity_target(_action_id: StringName) -> Dictionary:
return {"target_id": "", "position": activity_position}
var failures: Array[String] = []
var travel_requests: Array[Vector3] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_test_selection_and_execution_are_separate()
_test_target_resolution_and_travel_are_separate()
@@ -31,16 +35,11 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _test_selection_and_execution_are_separate() -> void:
var village := SimVillage.new()
village.debug_logs = false
var npc := SimNPC.new(
700,
"BoundaryWorker",
SimulationIds.PROFESSION_FARMER,
5.0,
5.0
)
var npc := SimNPC.new(700, "BoundaryWorker", SimulationIds.PROFESSION_FARMER, 5.0, 5.0)
npc.hunger = 80.0
var executor := ActionExecutionSystem.new()
executor.advance_npc(npc, village)
@@ -55,12 +54,12 @@ func _test_selection_and_execution_are_separate() -> void:
"Selection should independently choose food retrieval"
)
func _test_target_resolution_and_travel_are_separate() -> void:
var adapter := FakeActiveWorld.new()
adapter.resource_candidates = [{
"target_id": "boundary_bush",
"position": Vector3(3.0, 0.0, 2.0)
}]
adapter.resource_candidates = [
{"target_id": "boundary_bush", "position": Vector3(3.0, 0.0, 2.0)}
]
root.add_child(adapter)
var manager: Node = load("res://simulation/SimulationManager.gd").new()
@@ -70,18 +69,20 @@ func _test_target_resolution_and_travel_are_separate() -> void:
manager.set_process(false)
manager.npc_travel_requested.connect(_on_travel_requested)
var resource_state := ResourceStateRecord.from_dictionary({
"schema_version": ResourceStateRecord.SCHEMA_VERSION,
"node_id": "boundary_bush",
"action_id": String(SimulationIds.ACTION_GATHER_FOOD),
"resource_id": String(SimulationIds.RESOURCE_FOOD),
"amount_remaining": 5.0,
"yield_per_action": 1.0,
"reserved_by": -1,
"enabled": true,
"can_npcs_use": true,
"can_player_use": true
})
var resource_state := ResourceStateRecord.from_dictionary(
{
"schema_version": ResourceStateRecord.SCHEMA_VERSION,
"node_id": "boundary_bush",
"action_id": String(SimulationIds.ACTION_GATHER_FOOD),
"resource_id": String(SimulationIds.RESOURCE_FOOD),
"amount_remaining": 5.0,
"yield_per_action": 1.0,
"reserved_by": -1,
"enabled": true,
"can_npcs_use": true,
"can_player_use": true
}
)
manager.resource_states[resource_state.get_node_id()] = resource_state
var npc: SimNPC = manager.npcs[0]
@@ -91,8 +92,7 @@ func _test_target_resolution_and_travel_are_separate() -> void:
"Target resolver should resolve a resource from adapter facts"
)
_check(
npc.target_id == &"boundary_bush"
and resource_state.get_reserved_by() == npc.id,
npc.target_id == &"boundary_bush" and resource_state.get_reserved_by() == npc.id,
"Target resolver should authoritatively assign and reserve the target"
)
_check(
@@ -113,12 +113,11 @@ func _test_target_resolution_and_travel_are_separate() -> void:
manager.free()
adapter.free()
func _on_travel_requested(
_npc: SimNPC,
target_position: Vector3
) -> void:
func _on_travel_requested(_npc: SimNPC, target_position: Vector3) -> void:
travel_requests.append(target_position)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)