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
+20 -33
View File
@@ -2,9 +2,11 @@ extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var camera := Camera3D.new()
camera.current = true
@@ -24,8 +26,10 @@ func _run() -> void:
)
_check(
terrain.assets.get_texture_count() >= 3,
"Jajce terrain should expose at least three materials (found %s)"
% terrain.assets.get_texture_count()
(
"Jajce terrain should expose at least three materials (found %s)"
% terrain.assets.get_texture_count()
)
)
_check(
absf(terrain.data.get_height(Vector3.ZERO)) < 0.1,
@@ -42,32 +46,22 @@ func _run() -> void:
world.get_node("FoliageRoot").get_child_count() >= 10,
"JajceWorld should include restrained authored foliage clusters"
)
_check(
world.has_node("FortressBlockout"),
"JajceWorld should include the fortress landmark"
)
_check(
world.has_node("WaterRoot/WaterfallBody"),
"WaterRoot should include a waterfall drop"
)
_check(world.has_node("FortressBlockout"), "JajceWorld should include the fortress landmark")
_check(world.has_node("WaterRoot/WaterfallBody"), "WaterRoot should include a waterfall drop")
_check(
world.has_node("WaterRoot/WaterfallMist"),
"WaterRoot should include waterfall mist particles"
)
_check(
world.has_node("WaterRoot/RiverSurface"),
"WaterRoot should include a river surface"
)
_check(world.has_node("WaterRoot/RiverSurface"), "WaterRoot should include a river surface")
var environment: Environment = (
world.get_node("WorldEnvironment") as WorldEnvironment
).environment
(world.get_node("WorldEnvironment") as WorldEnvironment).environment
)
_check(
environment.fog_enabled and environment.sky != null,
"Jajce environment should provide sky and restrained valley fog"
)
_check(
world.has_node("VillageRoot/Mill")
and world.has_node("VillageRoot/Bridge"),
world.has_node("VillageRoot/Mill") and world.has_node("VillageRoot/Bridge"),
"VillageRoot should include the mill and bridge blockouts"
)
var smoke_count := 0
@@ -103,11 +97,7 @@ func _run() -> void:
await _wait_for_navigation_map(navigation_map)
NavigationServer3D.map_force_update(navigation_map)
var origins := [
Vector3(-6, 0, -4),
Vector3(0, 0, 0),
Vector3(6, 0, 4)
]
var origins := [Vector3(-6, 0, -4), Vector3(0, 0, 0), Vector3(6, 0, 4)]
var destinations: Array[Vector3] = []
for resource in resources:
destinations.append((resource as ResourceNode).interaction_point.global_position)
@@ -116,12 +106,7 @@ func _run() -> void:
for origin in 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(),
"Jajce navigation path should exist from %s to %s" % [origin, destination]
@@ -143,9 +128,7 @@ func _run() -> void:
)
var selected := ResourceNode.get_by_id(npc.target_id)
if selected != null:
var selected_state: ResourceStateRecord = manager.get_resource_state(
selected.node_id
)
var selected_state: ResourceStateRecord = manager.get_resource_state(selected.node_id)
_check(
selected_state.get_reserved_by() == npc.id,
"Selected Jajce resource should be authoritatively reserved"
@@ -153,7 +136,9 @@ func _run() -> void:
manager.release_resource(selected.node_id, npc.id)
if failures.is_empty():
print("[TEST] Jajce scaffold passed: Terrain3D, 6 textures, shader water, building blockouts, chimney smoke")
print(
"[TEST] Jajce scaffold passed: Terrain3D, 6 textures, shader water, building blockouts, chimney smoke"
)
quit(0)
return
@@ -161,6 +146,7 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _wait_for_navigation_map(navigation_map: RID) -> void:
for attempt in 30:
if (
@@ -172,6 +158,7 @@ func _wait_for_navigation_map(navigation_map: RID) -> void:
await physics_frame
_check(false, "Jajce navigation map did not synchronize within 30 physics frames")
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)