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
+13 -9
View File
@@ -6,17 +6,18 @@ extends Node
@export var rest_marker: Marker3D
@export var pantry_marker: Marker3D
func get_resource_candidates(action_id: StringName) -> Array[Dictionary]:
var candidates: Array[Dictionary] = []
for node in ResourceNode.get_all():
if node.action_id != action_id or node.interaction_point == null:
continue
candidates.append({
"target_id": String(node.node_id),
"position": node.interaction_point.global_position
})
candidates.append(
{"target_id": String(node.node_id), "position": node.interaction_point.global_position}
)
return candidates
func get_activity_target(action_id: StringName) -> Dictionary:
var marker: Marker3D
match action_id:
@@ -33,10 +34,13 @@ func get_activity_target(action_id: StringName) -> Dictionary:
if marker == null:
return {}
var target_id := ""
if action_id in [
SimulationIds.ACTION_EAT,
SimulationIds.ACTION_DEPOSIT_FOOD,
SimulationIds.ACTION_WITHDRAW_FOOD
]:
if (
action_id
in [
SimulationIds.ACTION_EAT,
SimulationIds.ACTION_DEPOSIT_FOOD,
SimulationIds.ACTION_WITHDRAW_FOOD
]
):
target_id = String(SimulationIds.STORAGE_VILLAGE_PANTRY)
return {"target_id": target_id, "position": marker.global_position}
+1
View File
@@ -17,6 +17,7 @@ const COLORS := {
const WIND_SHADER := preload("res://world/jajce/materials/wind.gdshader")
func _ready() -> void:
for child in get_children():
child.queue_free()
+2
View File
@@ -4,9 +4,11 @@ extends Camera3D
@export var orbit_speed := 0.025
@export var animate_orbit := true
func _ready() -> void:
look_at(focus_point, Vector3.UP)
func _process(delta: float) -> void:
if not animate_orbit:
return
+3 -1
View File
@@ -2,9 +2,11 @@ extends Node3D
@onready var terrain: Terrain3D = $TerrainRoot/Terrain3D
func _ready() -> void:
call_deferred("_initialize_world_presentation")
func _initialize_world_presentation() -> void:
var active_camera := get_viewport().get_camera_3d()
if active_camera != null:
@@ -16,7 +18,7 @@ func _initialize_world_presentation() -> void:
for child in $VillageRoot.get_children():
groups_to_snap.append(child)
for item in groups_to_snap:
var pos := item.global_position
var pos: Vector3 = item.global_position
var h: float = terrain.data.get_height(pos)
if not is_nan(h):
item.global_position.y = h
+19 -7
View File
@@ -21,6 +21,7 @@ static var _all: Array[ResourceNode] = []
var state: ResourceStateRecord
func _ready() -> void:
if node_id.is_empty():
push_error("ResourceNode at %s has empty node_id" % get_path())
@@ -30,8 +31,10 @@ func _ready() -> void:
var existing := get_by_id(node_id)
if existing != null:
push_error(
"Duplicate ResourceNode node_id '%s' at %s; first registered at %s"
% [node_id, get_path(), existing.get_path()]
(
"Duplicate ResourceNode node_id '%s' at %s; first registered at %s"
% [node_id, get_path(), existing.get_path()]
)
)
initial_enabled = false
_update_presentation()
@@ -41,6 +44,7 @@ func _ready() -> void:
_try_register_with_simulation()
_update_presentation()
func _exit_tree() -> void:
_all.erase(self)
if state != null and state.changed.is_connected(_on_state_changed):
@@ -49,6 +53,7 @@ func _exit_tree() -> void:
state.depleted.disconnect(_on_state_depleted)
state = null
func bind_state(resource_state: ResourceStateRecord) -> bool:
if resource_state == null or resource_state.get_node_id() != node_id:
return false
@@ -64,6 +69,7 @@ func bind_state(resource_state: ResourceStateRecord) -> bool:
_update_presentation()
return true
func _try_register_with_simulation() -> void:
var managers := get_tree().get_nodes_in_group("simulation_manager")
if managers.size() != 1:
@@ -72,21 +78,27 @@ func _try_register_with_simulation() -> void:
if manager.has_method("register_resource_node"):
manager.register_resource_node(self)
func get_amount_remaining() -> float:
return state.get_amount_remaining() if state != null else initial_amount
func get_reserved_by() -> int:
return state.get_reserved_by() if state != null else -1
func is_enabled() -> bool:
return state.is_enabled() if state != null else initial_enabled
func is_depleted() -> bool:
return state.is_depleted() if state != null else initial_amount <= 0.0
func can_extract() -> bool:
return state.can_extract() if state != null else initial_enabled and not is_depleted()
func _on_state_changed(changed_state: ResourceStateRecord) -> void:
if changed_state != state:
return
@@ -94,21 +106,19 @@ func _on_state_changed(changed_state: ResourceStateRecord) -> void:
reservation_changed.emit(node_id, state.get_reserved_by())
_update_presentation()
func _on_state_depleted(depleted_state: ResourceStateRecord) -> void:
if depleted_state == state:
depleted.emit(node_id)
func _update_presentation() -> void:
if has_node("Visual"):
$Visual.visible = not (hide_visual_when_depleted and is_depleted())
if not has_node("DebugLabel"):
return
var label := $DebugLabel as Label3D
var text := "%s\n%s %.1f" % [
node_id,
resource_id,
get_amount_remaining()
]
var text := "%s\n%s %.1f" % [node_id, resource_id, get_amount_remaining()]
if get_reserved_by() >= 0:
text += "\nheld:%d" % get_reserved_by()
if is_depleted():
@@ -117,11 +127,13 @@ func _update_presentation() -> void:
text += "\nUNBOUND"
label.text = text
static func get_by_id(search_id: StringName) -> ResourceNode:
for node in _all:
if node.node_id == search_id:
return node
return null
static func get_all() -> Array[ResourceNode]:
return _all.duplicate()
+16 -11
View File
@@ -6,6 +6,7 @@ const DEBUG_LOGS := false
@onready var village_stats_label: Label = $VillagePanel/MarginContainer/VillageStatsLabel
func _ready() -> void:
if simulation_manager == null:
push_error("VillageUI: simulation_manager missing")
@@ -19,8 +20,10 @@ func _ready() -> void:
if "village" in simulation_manager:
_on_village_changed(simulation_manager.village)
func _on_village_changed(village: SimVillage) -> void:
village_stats_label.text = """
village_stats_label.text = (
"""
Village
Food: %s
@@ -32,13 +35,15 @@ func _on_village_changed(village: SimVillage) -> void:
Food Mod: %.2f
Safety Mod: %.2f
Knowledge Mod: %.2f
""" % [
round(village.food),
round(village.wood),
round(village.safety),
round(village.knowledge),
simulation_manager.get_starving_count(),
village.food_modifier,
village.safety_modifier,
village.knowledge_modifier
]
"""
% [
round(village.food),
round(village.wood),
round(village.safety),
round(village.knowledge),
simulation_manager.get_starving_count(),
village.food_modifier,
village.safety_modifier,
village.knowledge_modifier
]
)
+27 -44
View File
@@ -8,25 +8,24 @@ const DEBUG_LOGS := true
var active_npc_visuals := {}
func debug_log(message: String) -> void:
if DEBUG_LOGS:
print("[WorldViewManager] ", message)
func _ready() -> void:
call_deferred("initialize_world_view")
func initialize_world_view() -> void:
await get_tree().physics_frame
if simulation_manager.has_signal("npc_target_requested"):
simulation_manager.npc_target_requested.connect(
_on_npc_target_requested
)
simulation_manager.npc_target_requested.connect(_on_npc_target_requested)
else:
push_error("WorldViewManager: missing npc_target_requested signal")
if simulation_manager.has_signal("npc_travel_requested"):
simulation_manager.npc_travel_requested.connect(
_on_npc_travel_requested
)
simulation_manager.npc_travel_requested.connect(_on_npc_travel_requested)
else:
push_error("WorldViewManager: missing npc_travel_requested signal")
if simulation_manager.has_signal("npc_died"):
@@ -34,19 +33,16 @@ func initialize_world_view() -> void:
else:
push_error("WorldViewManager: SimulationManager has no npc_died signal")
if simulation_manager.has_signal("npc_inventory_changed"):
simulation_manager.npc_inventory_changed.connect(
_on_npc_inventory_changed
)
simulation_manager.npc_inventory_changed.connect(_on_npc_inventory_changed)
else:
push_error(
"WorldViewManager: SimulationManager has no npc_inventory_changed signal"
)
push_error("WorldViewManager: SimulationManager has no npc_inventory_changed signal")
if simulation_manager.has_signal("state_restored"):
simulation_manager.state_restored.connect(_on_simulation_state_restored)
else:
push_error("WorldViewManager: SimulationManager has no state_restored signal")
spawn_initial_npcs()
func spawn_initial_npcs() -> void:
if simulation_manager == null:
push_error("WorldViewManager: simulation_manager is missing")
@@ -61,6 +57,7 @@ func spawn_initial_npcs() -> void:
for npc in simulation_manager.npcs:
spawn_npc_visual(npc)
func spawn_npc_visual(npc: SimNPC) -> void:
if active_npc_visuals.has(npc.id):
return
@@ -87,18 +84,17 @@ func spawn_npc_visual(npc: SimNPC) -> void:
elif npc.task_state == SimNPC.TASK_STATE_TRAVELING:
simulation_manager.request_current_travel(npc.id)
func despawn_npc_visual(npc_id: int) -> bool:
var visual = active_npc_visuals.get(npc_id) as Node3D
if visual == null:
return false
simulation_manager.synchronize_npc_position(
npc_id,
visual.global_position
)
simulation_manager.synchronize_npc_position(npc_id, visual.global_position)
active_npc_visuals.erase(npc_id)
visual.queue_free()
return true
func reload_npc_visual(npc_id: int) -> bool:
if active_npc_visuals.has(npc_id):
return false
@@ -108,25 +104,22 @@ func reload_npc_visual(npc_id: int) -> bool:
return true
return false
func _on_npc_target_requested(npc: SimNPC) -> void:
var visual = active_npc_visuals.get(npc.id) as Node3D
if visual == null:
return
if not simulation_manager.resolve_npc_target(
npc.id,
visual.global_position
):
if not simulation_manager.resolve_npc_target(npc.id, visual.global_position):
debug_log("Target resolution failed for %s" % npc.npc_name)
func _on_npc_travel_requested(
npc: SimNPC,
target_position: Vector3
) -> void:
func _on_npc_travel_requested(npc: SimNPC, target_position: Vector3) -> void:
var visual = active_npc_visuals.get(npc.id)
if visual == null:
return
visual.set_target_position(target_position)
func _on_npc_visual_arrived(sim_id: int) -> void:
debug_log("NPC visual arrived. sim_id=%s" % sim_id)
if simulation_manager == null:
@@ -134,12 +127,10 @@ func _on_npc_visual_arrived(sim_id: int) -> void:
return
var visual = active_npc_visuals.get(sim_id) as Node3D
if visual != null:
simulation_manager.synchronize_npc_position(
sim_id,
visual.global_position
)
simulation_manager.synchronize_npc_position(sim_id, visual.global_position)
simulation_manager.notify_npc_arrived(sim_id)
func _on_npc_visual_navigation_failed(sim_id: int) -> void:
debug_log("NPC visual navigation failed. sim_id=%s" % sim_id)
if simulation_manager == null:
@@ -147,18 +138,14 @@ func _on_npc_visual_navigation_failed(sim_id: int) -> void:
return
var visual = active_npc_visuals.get(sim_id) as Node3D
if visual != null:
simulation_manager.synchronize_npc_position(
sim_id,
visual.global_position
)
simulation_manager.synchronize_npc_position(sim_id, visual.global_position)
simulation_manager.notify_npc_navigation_failed(sim_id)
func _on_npc_visual_position_changed(
sim_id: int,
active_position: Vector3
) -> void:
func _on_npc_visual_position_changed(sim_id: int, active_position: Vector3) -> void:
simulation_manager.synchronize_npc_position(sim_id, active_position)
func _on_npc_died(npc: SimNPC) -> void:
if not active_npc_visuals.has(npc.id):
return
@@ -168,11 +155,8 @@ func _on_npc_died(npc: SimNPC) -> void:
else:
push_error("WorldViewManager: NPCVisual has no apply_dead_visual_state")
func _on_npc_inventory_changed(
npc: SimNPC,
item_id: StringName,
amount: float
) -> void:
func _on_npc_inventory_changed(npc: SimNPC, item_id: StringName, amount: float) -> void:
if item_id != SimulationIds.RESOURCE_FOOD:
return
var visual = active_npc_visuals.get(npc.id)
@@ -181,9 +165,8 @@ func _on_npc_inventory_changed(
if visual.has_method("set_carried_food_visible"):
visual.set_carried_food_visible(amount > 0.0)
else:
push_error(
"WorldViewManager: NPCVisual has no set_carried_food_visible method"
)
push_error("WorldViewManager: NPCVisual has no set_carried_food_visible method")
func _on_simulation_state_restored() -> void:
for visual in active_npc_visuals.values():