style(client): gdformat all 52 GDScript files — zero format warnings
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -7,14 +7,14 @@ extends Node
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# Fog texture byte values — visibility and exploration layers.
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# Used by fog shader to distinguish visual treatment per tile.
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# Test assertions reference these: assert_that(byte).is_equal(FogState.VIS_FORWARD)
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const VIS_HIDDEN: int = 0 # Not in LOS — fully fogged
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const VIS_HIDDEN: int = 0 # Not in LOS — fully fogged
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const VIS_PERIPHERAL: int = 180 # DEPRECATED: peripheral sector removed in Sprint 22 (#569).
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# Retained — tests still reference it.
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const VIS_FORWARD: int = 255 # In LOS, forward sector — clear vision
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const VIS_FORWARD: int = 255 # In LOS, forward sector — clear vision
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const EXP_UNEXPLORED: int = 0 # Never seen — total darkness
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const EXP_EXPLORED: int = 128 # Previously seen, now out of LOS — deep fog
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const EXP_VISIBLE: int = 255 # Currently in LOS — clear (written each frame)
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const EXP_UNEXPLORED: int = 0 # Never seen — total darkness
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const EXP_EXPLORED: int = 128 # Previously seen, now out of LOS — deep fog
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const EXP_VISIBLE: int = 255 # Currently in LOS — clear (written each frame)
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# Zone temperature tints (D-059 + D-046, Sprint 22) — keyed by zone_id string from server.
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# Matches audio_manager.gd ZONE_ASSETS zone_id strings for consistent zone semantics.
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@@ -25,10 +25,10 @@ const EXP_VISIBLE: int = 255 # Currently in LOS — clear (written each frame
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# bar: #2a1f15 (warm amber-dark — social, inhabited)
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# corridor: #1a1a1a (neutral dark — transitional, maintenance)
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const ZONE_TINTS: Dictionary = {
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"hub": Color(0.102, 0.122, 0.180), # #1a1f2e — cool blue-dark
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"hub": Color(0.102, 0.122, 0.180), # #1a1f2e — cool blue-dark
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"workplace": Color(0.102, 0.122, 0.180), # same as hub
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"bar": Color(0.165, 0.122, 0.082), # #2a1f15 — warm amber-dark
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"corridor": Color(0.102, 0.102, 0.102), # #1a1a1a — neutral dark
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"bar": Color(0.165, 0.122, 0.082), # #2a1f15 — warm amber-dark
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"corridor": Color(0.102, 0.102, 0.102), # #1a1a1a — neutral dark
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}
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const ZONE_TINT_DEFAULT: Color = Color(0.102, 0.102, 0.102) # #1a1a1a neutral
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@@ -213,7 +213,11 @@ func update_from_state() -> void:
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var new_g := int(tint_color.g * 255.0)
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var new_b := int(tint_color.b * 255.0)
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# Only update if different from current (avoid spurious texture uploads)
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if _tint_bytes[tint_idx] != new_r or _tint_bytes[tint_idx + 1] != new_g or _tint_bytes[tint_idx + 2] != new_b:
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if (
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_tint_bytes[tint_idx] != new_r
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or _tint_bytes[tint_idx + 1] != new_g
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or _tint_bytes[tint_idx + 2] != new_b
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):
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_tint_bytes[tint_idx + 0] = new_r
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_tint_bytes[tint_idx + 1] = new_g
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_tint_bytes[tint_idx + 2] = new_b
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@@ -243,5 +247,3 @@ func _grow_bounds_from_positions(positions: Dictionary) -> Rect2i:
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if map_bounds.size.x <= 1 and map_bounds.size.y <= 1:
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return tile_bounds
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return map_bounds.merge(tile_bounds)
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