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