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
+17 -20
View File
@@ -3,9 +3,11 @@ extends SceneTree
var main_scene: Node
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
main_scene = load("res://main.tscn").instantiate()
root.add_child(main_scene)
@@ -14,20 +16,14 @@ func _run() -> void:
var simulation_manager := main_scene.get_node("SimulationManager")
var player := main_scene.get_node("Player")
var bush := main_scene.get_node(
"JajceWorld/WorldObjects/ResourceNodes/BerryBush_01"
) as ResourceNode
var tree := main_scene.get_node(
"JajceWorld/WorldObjects/ResourceNodes/Tree_01"
) as ResourceNode
var bush := (
main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/BerryBush_01") as ResourceNode
)
var tree := main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/Tree_01") as ResourceNode
simulation_manager.set_process(false)
var bush_state: ResourceStateRecord = simulation_manager.get_resource_state(
bush.node_id
)
var tree_state: ResourceStateRecord = simulation_manager.get_resource_state(
tree.node_id
)
var bush_state: ResourceStateRecord = simulation_manager.get_resource_state(bush.node_id)
var tree_state: ResourceStateRecord = simulation_manager.get_resource_state(tree.node_id)
bush_state.set_amount_remaining(1.0)
_check(
simulation_manager.reserve_resource(bush.node_id, 999),
@@ -41,11 +37,11 @@ func _run() -> void:
is_equal_approx(bush_state.get_amount_remaining(), 0.0),
"Player should deplete the nearby bush"
)
_check(is_equal_approx(simulation_manager.village.food, food_before + 1.0), "Village should receive exactly the bush's remaining food")
_check(
bush_state.get_reserved_by() == -1,
"Depletion should release the NPC reservation"
is_equal_approx(simulation_manager.village.food, food_before + 1.0),
"Village should receive exactly the bush's remaining food"
)
_check(bush_state.get_reserved_by() == -1, "Depletion should release the NPC reservation")
player.global_position = tree.interaction_point.global_position
var wood_before: float = simulation_manager.village.wood
@@ -53,13 +49,13 @@ func _run() -> void:
player.try_interact()
_check(
is_equal_approx(
tree_state.get_amount_remaining(),
tree_before - tree.yield_per_action
),
is_equal_approx(tree_state.get_amount_remaining(), tree_before - tree.yield_per_action),
"Player should extract the tree's configured yield"
)
_check(is_equal_approx(simulation_manager.village.wood, wood_before + tree.yield_per_action), "Village should receive exactly the extracted wood")
_check(
is_equal_approx(simulation_manager.village.wood, wood_before + tree.yield_per_action),
"Village should receive exactly the extracted wood"
)
if failures.is_empty():
print("[TEST] ResourceNode player parity passed")
@@ -70,6 +66,7 @@ func _run() -> void:
push_error("[TEST] " + failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)