fix(client): resolve all gdlint warnings — zero warnings policy

Fix 354 gdlint warnings across 65 files: 194 class-definitions-order
(reorder declarations), 138 max-line-length (split long lines),
22 code issues (unused args, no-else-return, naming). Update .gdlintrc
to exclude addons/ and raise max-public-methods for test files.
No logic changes — declaration order, whitespace, and naming only.

Ticket: #783

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-05 09:59:56 +02:00
co-authored by Claude Opus 4.6
parent 260eefcdd1
commit 4eb54a6f7a
60 changed files with 432 additions and 377 deletions
+18 -19
View File
@@ -5,6 +5,8 @@ extends Node
## No-op fallback when audio assets absent (D-038).
## Spatial audio positioning for close-range sounds (D-018).
signal dip_changed(profile: String)
# --- D-067: Recognition chime asset key ---
# Fires on first fog recognition (cognitive delay onset). UISounds bus (not WorldSFX).
# Matches sfx_monologue_chime.ogg from D-038 — "neural lattice firing" feel.
@@ -63,6 +65,22 @@ const ZONE_ASSETS: Dictionary = {
"corridor": "amb_corridor_layer",
}
const PREFS_PATH := "user://audio_prefs.cfg"
# --- Audio asset registry: event type → asset key (D-018, #125) ---
# Maps server-sent sound event_type strings to audio asset keys.
# Keys match filename stems in res://assets/audio/ (scanned by _scan_registry).
# Audio assets per D-038: footstep variants (walk / run), NPC murmur (D-072, #532).
# Missing assets no-op gracefully (D-038 fallback pattern).
const SOUND_EVENT_ASSETS: Dictionary = {
"Footstep": "sfx_footstep_metal_walk",
"FootstepWalk": "sfx_footstep_metal_walk",
"FootstepCareful":"sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
"FootstepCrouch": "sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
"FootstepSprint": "sfx_footstep_metal_run",
"FootstepRun": "sfx_footstep_metal_run",
}
# Asset registry: filename stem (e.g. "amb_station_base") → AudioStream
var _registry: Dictionary = {}
@@ -83,10 +101,6 @@ var _ambient_players: Dictionary = {}
var _current_zone_id: String = ""
var _zone_tweens: Array = []
signal dip_changed(profile: String)
const PREFS_PATH := "user://audio_prefs.cfg"
func _ready() -> void:
_setup_buses()
@@ -200,21 +214,6 @@ func stop_all_loops() -> void:
stop_loop(key)
# --- Audio asset registry: event type → asset key (D-018, #125) ---
# Maps server-sent sound event_type strings to audio asset keys.
# Keys match filename stems in res://assets/audio/ (scanned by _scan_registry).
# Audio assets per D-038: footstep variants (walk / run), NPC murmur (D-072, #532).
# Missing assets no-op gracefully (D-038 fallback pattern).
const SOUND_EVENT_ASSETS: Dictionary = {
"Footstep": "sfx_footstep_metal_walk",
"FootstepWalk": "sfx_footstep_metal_walk",
"FootstepCareful":"sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
"FootstepCrouch": "sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
"FootstepSprint": "sfx_footstep_metal_run",
"FootstepRun": "sfx_footstep_metal_run",
}
## Play a close-range sound event at a world tile position (D-018, #125).
## event_type: server RangeCategory::Close event type string (e.g. "Footstep").
## world_tile_pos: server tile coordinates — converted to world pixels internally.