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
+16 -38
View File
@@ -2,9 +2,11 @@ extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var main_scene: Node = load("res://main.tscn").instantiate()
root.add_child(main_scene)
@@ -19,26 +21,21 @@ func _run() -> void:
main_scene.has_node("JajceWorld/TerrainRoot/Terrain3D"),
"Playable runtime should instance the Jajce Terrain3D world"
)
var terrain: Terrain3D = main_scene.get_node(
"JajceWorld/TerrainRoot/Terrain3D"
)
var terrain: Terrain3D = main_scene.get_node("JajceWorld/TerrainRoot/Terrain3D")
_check(
terrain.get_camera() == main_scene.get_node("CameraRig/Camera3D"),
"Runtime Terrain3D should bind to the gameplay camera"
)
_check(
not main_scene.has_node("World")
and not main_scene.has_node("ResourceNodes")
and not main_scene.has_node("ActivityMarkers"),
(
not main_scene.has_node("World")
and not main_scene.has_node("ResourceNodes")
and not main_scene.has_node("ActivityMarkers")
),
"Runtime should not retain duplicate flat-world objects"
)
var resource_root := main_scene.get_node(
"JajceWorld/WorldObjects/ResourceNodes"
)
_check(
resource_root.get_child_count() == 4,
"Runtime should contain four Jajce ResourceNodes"
)
var resource_root := main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes")
_check(resource_root.get_child_count() == 4, "Runtime should contain four Jajce ResourceNodes")
_check(
simulation_manager.resource_states.size() == 4,
"Simulation authority should bind all four Jajce resources"
@@ -48,11 +45,7 @@ func _run() -> void:
await _wait_for_navigation_map(navigation_map)
NavigationServer3D.map_force_update(navigation_map)
var fixed_origins := [
Vector3(-6.0, 0.0, -4.0),
Vector3(0.0, 0.0, 0.0),
Vector3(6.0, 0.0, 4.0)
]
var fixed_origins := [Vector3(-6.0, 0.0, -4.0), Vector3(0.0, 0.0, 0.0), Vector3(6.0, 0.0, 4.0)]
var destinations: Array[Vector3] = []
for marker_path in [
"JajceWorld/LegacyActivityMarkers/PantryMarker",
@@ -67,25 +60,14 @@ func _run() -> void:
for origin in fixed_origins:
for destination in destinations:
var path := NavigationServer3D.map_get_path(
navigation_map,
origin,
destination,
true
)
var path := NavigationServer3D.map_get_path(navigation_map, origin, destination, true)
_check(
not path.is_empty(),
"Navigation path should exist from %s to %s" % [origin, destination]
)
var village := SimVillage.new()
var worker := SimNPC.new(
100,
"BaselineWorker",
SimulationIds.PROFESSION_SCHOLAR,
5.0,
5.0
)
var worker := SimNPC.new(100, "BaselineWorker", SimulationIds.PROFESSION_SCHOLAR, 5.0, 5.0)
worker.set_task(SimulationIds.ACTION_STUDY, 2.0)
worker.start_working()
var executor := ActionExecutionSystem.new()
@@ -93,13 +75,7 @@ func _run() -> void:
executor.advance_npc(worker, village)
_check(worker.task_complete, "A two-tick working task should complete")
var starving := SimNPC.new(
101,
"BaselineStarving",
SimulationIds.PROFESSION_WANDERER,
5.0,
5.0
)
var starving := SimNPC.new(101, "BaselineStarving", SimulationIds.PROFESSION_WANDERER, 5.0, 5.0)
starving.hunger = 100.0
starving.starvation_death_threshold = 1
executor.advance_npc(starving, village)
@@ -114,6 +90,7 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _wait_for_navigation_map(navigation_map: RID) -> void:
for attempt in 30:
if (
@@ -125,6 +102,7 @@ func _wait_for_navigation_map(navigation_map: RID) -> void:
await physics_frame
_check(false, "Navigation map did not synchronize within 30 physics frames")
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)