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:
2026-04-05 11:09:10 +02:00
co-authored by Claude Opus 4.6
parent 572e66f026
commit 88c7407cb6
52 changed files with 2323 additions and 1061 deletions
+67 -36
View File
@@ -5,10 +5,10 @@ const TELEPORT_DISTANCE_THRESHOLD: float = 5.0
var _camera_anchored: bool = false
var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay
var _teleport_in_progress: bool = false # #501/#117: forces camera snap on next frame
var _pending_record_inputs: Array = [] # #507: accumulates server-bound inputs across frames
var _router: SnapshotEventRouter # #559: callable-based snapshot dispatch
var _consumers: SnapshotConsumers # #775: non-dialogue snapshot consumers
var _dialogue: DialogueCoordinator # #775: dialogue consumers + signal handlers
var _pending_record_inputs: Array = [] # #507: accumulates server-bound inputs across frames
var _router: SnapshotEventRouter # #559: callable-based snapshot dispatch
var _consumers: SnapshotConsumers # #775: non-dialogue snapshot consumers
var _dialogue: DialogueCoordinator # #775: dialogue consumers + signal handlers
@onready var world_renderer = $World
@onready var fog_entities = $World/FogEntities # D-059/D-060: cognitive delay fog visualization
@@ -30,11 +30,11 @@ var _dialogue: DialogueCoordinator # #775: dialogue consumers + signal han
@onready var journal_panel = $InsertOverlay/JournalPanel # #264: knowledge journal (D-041)
@onready var debug_overlay = $UILayer/DebugOverlay # #511: F3 debug overlay
@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
@onready var loading_screen = $ModalLayer/LoadingScreen # #257: blocking overlay during load
@onready var debug_console = $ModalLayer/DebugConsole # #581: tilde debug console
@onready var news_ticker = $UILayer/NewsTicker # #592: scrolling headline bar (D-049 z-7)
@onready var star_map = $UILayer/HUD/StarMap # #674: star map insert module (hop-ring view)
@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
@onready var loading_screen = $ModalLayer/LoadingScreen # #257: blocking overlay during load
@onready var debug_console = $ModalLayer/DebugConsole # #581: tilde debug console
@onready var news_ticker = $UILayer/NewsTicker # #592: scrolling headline bar (D-049 z-7)
@onready var star_map = $UILayer/HUD/StarMap # #674: star map insert module (hop-ring view)
func _ready() -> void:
@@ -64,31 +64,53 @@ func _ready() -> void:
# D-170: Register HUD nodes into visibility groups
# Gameplay group — hidden when implant panels are open
for node in [hud, minimap, stance_indicator,
interaction_prompt, interaction_list, inventory_grid, news_ticker,
examine_display, world_radial]:
for node in [
hud,
minimap,
stance_indicator,
interaction_prompt,
interaction_list,
inventory_grid,
news_ticker,
examine_display,
world_radial
]:
if node and node is Control:
HudGroups.register(node, "gameplay")
# #775: Initialize extracted components
_consumers = SnapshotConsumers.new().init({
"monologue_display": monologue_display,
"dialogue_box": dialogue_box,
"examine_display": examine_display,
"loading_screen": loading_screen,
"debug_console": debug_console,
"cursor_renderer": cursor_renderer,
"interaction_list": interaction_list,
"interaction_prompt": interaction_prompt,
"minimap": minimap,
"star_map": star_map,
}, _screen_flash)
_consumers = (
SnapshotConsumers
. new()
. init(
{
"monologue_display": monologue_display,
"dialogue_box": dialogue_box,
"examine_display": examine_display,
"loading_screen": loading_screen,
"debug_console": debug_console,
"cursor_renderer": cursor_renderer,
"interaction_list": interaction_list,
"interaction_prompt": interaction_prompt,
"minimap": minimap,
"star_map": star_map,
},
_screen_flash
)
)
_dialogue = DialogueCoordinator.new().init({
"dialogue_box": dialogue_box,
"monologue_display": monologue_display,
"journal_panel": journal_panel,
}, _pending_record_inputs)
_dialogue = (
DialogueCoordinator
. new()
. init(
{
"dialogue_box": dialogue_box,
"monologue_display": monologue_display,
"journal_panel": journal_panel,
},
_pending_record_inputs
)
)
_dialogue.connect_signals()
# #496: Print gauntlet session summary on disconnect
@@ -245,13 +267,17 @@ func _process(delta: float) -> void:
# #496: Finalize gauntlet stats on disconnect
func _on_connection_state_changed(_old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState) -> void:
func _on_connection_state_changed(
_old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState
) -> void:
if new_state == SimBridge.ConnectionState.DISCONNECTED and gauntlet_hud:
gauntlet_hud.finalize()
# #257: Deferred LOAD_GAME dispatch — fires once when SimBridge reaches CONNECTED.
func _on_sim_connected_for_load(_old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState) -> void:
func _on_sim_connected_for_load(
_old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState
) -> void:
if new_state != SimBridge.ConnectionState.CONNECTED:
return
if SimBridge.connection_state_changed.is_connected(_on_sim_connected_for_load):
@@ -264,11 +290,16 @@ func _dispatch_pending_load() -> void:
if load_path.is_empty():
return
GameState.pending_load_path = ""
var err := SimBridge.send_input({
"action": InputMapper.Action.LOAD_GAME,
"timestamp_msec": Time.get_ticks_msec(),
"action_data": {"path": load_path},
})
var err := (
SimBridge
. send_input(
{
"action": InputMapper.Action.LOAD_GAME,
"timestamp_msec": Time.get_ticks_msec(),
"action_data": {"path": load_path},
}
)
)
if err != OK:
push_error("main.gd: failed to send LOAD_GAME after connection — %s" % error_string(err))
if loading_screen: