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>
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@@ -451,7 +451,8 @@ func _load_eyebrows(_desc: CharacterVisualDescriptor) -> void:
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pass
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func _attach_to_bone(path: String, bone_name: String, tint: Color = Color.WHITE, render_priority: int = 0) -> BoneAttachment3D:
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func _attach_to_bone(
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path: String, bone_name: String, tint: Color = Color.WHITE, _render_priority: int = 0) -> BoneAttachment3D:
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if _skeleton == null:
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return null
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if not ResourceLoader.exists(path):
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@@ -502,14 +503,13 @@ func _attach_to_bone(path: String, bone_name: String, tint: Color = Color.WHITE,
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_apply_tinted_shader(mi, tint, mask_tex)
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inst.queue_free()
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return null
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else:
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# Unskinned — rigid attachment via BoneAttachment3D
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for mi in meshes:
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mi.get_parent().remove_child(mi)
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mi.owner = null
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attachment.add_child(mi)
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_apply_tinted_shader(mi, tint, mask_tex)
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inst.queue_free()
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# Unskinned — rigid attachment via BoneAttachment3D
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for mi in meshes:
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mi.get_parent().remove_child(mi)
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mi.owner = null
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attachment.add_child(mi)
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_apply_tinted_shader(mi, tint, mask_tex)
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inst.queue_free()
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return attachment
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@@ -629,7 +629,8 @@ func _load_accessories(desc: CharacterVisualDescriptor) -> void:
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# Internal — tinting (hair, accessories, bone-attached assets with tint)
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# =============================================================================
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func _apply_tinted_shader(mi: MeshInstance3D, tint: Color, mask_tex: Texture2D = null, render_priority: int = 0) -> void:
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func _apply_tinted_shader(
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mi: MeshInstance3D, tint: Color, mask_tex: Texture2D = null, _render_priority: int = 0) -> void:
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if mi.mesh == null:
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return
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for surf in range(mi.mesh.get_surface_count()):
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@@ -5,19 +5,11 @@ extends Node2D
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## Insert-styled cursor on z-layer 7 (UILayer CanvasLayer).
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## Detects entity hover via world-space proximity to visible entities.
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enum State { DEFAULT, ENTITY_HOVER, OBJECT_HOVER, WEAPON_AIM }
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# --- Public ---
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var current_state: State = State.DEFAULT
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var hovered_entity_id: int = -1
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var weapon_mode_active: bool = false
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# OQ-07 (#522): when false, verb labels are suppressed (should_show_interactions → false).
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# Cursor shape transitions still fire — the character's body still orients to targets.
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var insert_active: bool = true
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signal state_changed(new_state: State)
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signal state_changed(new_state: int)
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signal hovered_entity_changed(entity_id: int)
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enum State { DEFAULT, ENTITY_HOVER, OBJECT_HOVER, WEAPON_AIM }
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# D-056 colors
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const COLOR_DEFAULT := Color("#c8d0e0")
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const COLOR_OBJECT := Color("#8b8ba0")
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@@ -31,6 +23,14 @@ const HOVER_RADIUS_PX := 16.0 # World pixels — ~half a tile
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const BRACKET_HALF := 26.0
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const BRACKET_ARM := 8.0
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# --- Public ---
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var current_state: State = State.DEFAULT
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var hovered_entity_id: int = -1
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var weapon_mode_active: bool = false
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# OQ-07 (#522): when false, verb labels are suppressed (should_show_interactions → false).
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# Cursor shape transitions still fire — the character's body still orients to targets.
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var insert_active: bool = true
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# --- Transition state ---
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var _target: State = State.DEFAULT
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var _t: float = 1.0
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@@ -25,6 +25,8 @@ const ENTITY_OFFSET_Y: float = TILE_SIZE - ENTITY_HEIGHT # feet-anchored for co
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# At 12.0: ~70% there after 0.1s, ~95% after 0.25s.
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# Fast enough for Sprint snappiness, slow enough for Walk to show sliding.
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const LERP_SPEED: float = 12.0
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# #521: Color transition duration in seconds (D-033: "0.5s fade")
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const COLOR_FADE_DURATION: float = 0.5
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var entity_nodes: Dictionary = {} # entity_id -> Node2D
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var _entity_targets: Dictionary = {} # entity_id -> Vector2 (target pixel position)
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@@ -32,9 +34,6 @@ var _entity_relationships: Dictionary = {} # #521: entity_id -> String (last re
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var _entity_tweens: Dictionary = {} # #521: entity_id -> {from: Color, target: Color, elapsed: float}
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var _entity_facing: Dictionary = {} # #540: entity_id -> String ("north"/"east"/"south"/"west")
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# #521: Color transition duration in seconds (D-033: "0.5s fade")
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const COLOR_FADE_DURATION: float = 0.5
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func _ready() -> void:
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print("EntityRenderer: Initialized")
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@@ -111,7 +110,8 @@ func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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_entity_facing[entity_id] = direction
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var tex := _load_sprite_texture(direction)
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if tex == null:
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push_error("EntityRenderer: no texture for entity %d direction '%s' — entity will be invisible" % [entity_id, direction])
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push_error(
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"EntityRenderer: no texture for entity %d direction '%s' — entity will be invisible" % [entity_id, direction])
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entity_node.texture = tex
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# D-033: self_modulate for relationship tinting; modulate.a is reserved for D-015 dimming.
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@@ -5,13 +5,14 @@ extends Node2D
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## Architecture: docs/architecture/fog-shader-spec.md
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signal fog_noise_ready
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const TILE_SIZE := float(Constants.TILE_SIZE)
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var _noise_ready: bool = false
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var _fog_rect: ColorRect
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var _shader_mat: ShaderMaterial
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const TILE_SIZE := float(Constants.TILE_SIZE)
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func _ready() -> void:
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# Create the fog overlay ColorRect — transparent fallback so a shader failure
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@@ -11,11 +11,11 @@ extends TileMapLayer
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# (3,0) = object — teal
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# (4,0) = reset_plate — amber (#502)
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enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3, RESET_PLATE = 4 }
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const TILE_SIZE: int = Constants.TILE_SIZE
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const GROUND_FLOOR: int = 0 # Server floor level for ground — filter target in update_tiles()
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enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3, RESET_PLATE = 4 }
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# Wire-format string to TileType mapping
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const TILE_TYPE_MAP: Dictionary = {
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"floor": TileType.FLOOR,
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@@ -13,13 +13,13 @@ extends Node2D
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# Overhead (Node2D) — z:300 ceiling/upper structure (placeholder)
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# FogOverlay (Node2D) — z:900 fog shader (OUTSIDE FogGroup)
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var _last_tick: int = -1
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@onready var tile_renderer = $FogGroup/FloorTiles
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@onready var fog_renderer = $FogOverlay
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@onready var entity_renderer = $FogGroup/YSortGroup/Entities
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@onready var sound_indicator_renderer = $SoundIndicators # #126 D-018 medium-range indicators
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var _last_tick: int = -1
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func _ready() -> void:
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print("WorldRenderer: Initialized (D-049 z-stack)")
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