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
+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()