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
+12 -22
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)
@@ -21,25 +23,13 @@ func _run() -> void:
var carried_food: MeshInstance3D = visual.get_node("CarriedFood")
_check(not carried_food.visible, "NPC should begin without a carried-food prop")
npc.add_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
manager.emit_signal(
"npc_inventory_changed",
npc,
SimulationIds.RESOURCE_FOOD,
1.0
)
manager.emit_signal("npc_inventory_changed", npc, SimulationIds.RESOURCE_FOOD, 1.0)
_check(carried_food.visible, "Carried food should be visible on the NPC")
npc.remove_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
manager.emit_signal(
"npc_inventory_changed",
npc,
SimulationIds.RESOURCE_FOOD,
0.0
)
manager.emit_signal("npc_inventory_changed", npc, SimulationIds.RESOURCE_FOOD, 0.0)
_check(not carried_food.visible, "Deposited or eaten food should be hidden")
var resource_state: ResourceStateRecord = manager.get_resource_state(
&"berry_bush_01"
)
var resource_state: ResourceStateRecord = manager.get_resource_state(&"berry_bush_01")
npc.set_task(SimulationIds.ACTION_GATHER_FOOD)
npc.target_id = resource_state.get_node_id()
npc.travel_target_position = Vector3(-6.0, 0.0, -8.0)
@@ -60,9 +50,11 @@ func _run() -> void:
"Unload should synchronize the last active position"
)
_check(
npc.current_task == saved_action
and npc.target_id == saved_target_id
and npc.travel_target_position.is_equal_approx(saved_target_position),
(
npc.current_task == saved_action
and npc.target_id == saved_target_id
and npc.travel_target_position.is_equal_approx(saved_target_position)
),
"Unload should preserve action and target state"
)
_check(
@@ -87,10 +79,7 @@ func _run() -> void:
manager.get_state_checksum() == unloaded_checksum,
"Loading a visual must not mutate simulation state"
)
_check(
resource_state.get_reserved_by() == npc.id,
"Reload should preserve the reservation"
)
_check(resource_state.get_reserved_by() == npc.id, "Reload should preserve the reservation")
var moved_position := authoritative_position + Vector3(0.5, 0.0, 0.25)
reloaded.emit_signal("position_changed", npc.id, moved_position)
@@ -124,6 +113,7 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)