NEON-16: apply repo-local gdformat

Apply the repo-local gdformat output to the touched GDScript files so the pre-push formatting hook passes. This is a formatting-only follow-up to the lint-hook cleanup.
pull/37/head
VinPropane 2026-04-10 00:50:29 -04:00
parent 4b861a69df
commit a66bf885f2
2 changed files with 21 additions and 38 deletions

View File

@ -376,18 +376,24 @@ func _maybe_idle_bump_proximity_escape() -> bool:
var wall_band_outer: float = col_r + PLAYER_CAPSULE_RADIUS + 0.22
var should_escape: bool = d > r_mesh * 0.9 and d < col_r + 0.32
# On / above the disc, hugging the **visual** rim — step onto open slab.
should_escape = should_escape or (
feet_y >= bottom_y - 0.06
and feet_y <= top_y + 0.1
and d >= r_mesh * 0.86
and d <= r_mesh + 0.14
should_escape = (
should_escape
or (
feet_y >= bottom_y - 0.06
and feet_y <= top_y + 0.1
and d >= r_mesh * 0.86
and d <= r_mesh + 0.14
)
)
# Beside vertical cylinder: axis distance may exceed **`col_r`** while capsule still touches wall.
should_escape = should_escape or (
feet_y <= top_y + 0.14
and d > r_mesh * 0.82
and d < wall_band_outer
and (is_on_wall() or _idle_ridged_floor_contacts())
should_escape = (
should_escape
or (
feet_y <= top_y + 0.14
and d > r_mesh * 0.82
and d < wall_band_outer
and (is_on_wall() or _idle_ridged_floor_contacts())
)
)
if not should_escape:
continue

View File

@ -50,56 +50,33 @@ func test_clear_nav_goal_clears_velocity_and_nav_target() -> void:
func test_idle_support_is_stable_on_flat_floor_without_wall_contacts() -> void:
var slide_normals: Array[Vector3] = [Vector3.UP]
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(
true,
Vector3.UP,
slide_normals,
0
)
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 0)
assert_that(stable).is_true()
func test_idle_support_is_stable_false_when_floor_is_not_flat_enough() -> void:
var slide_normals: Array[Vector3] = [Vector3.UP]
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(
true,
Vector3(0.02, 0.995, 0.0).normalized(),
slide_normals,
0
true, Vector3(0.02, 0.995, 0.0).normalized(), slide_normals, 0
)
assert_that(stable).is_false()
func test_idle_support_is_stable_true_when_flat_floor_has_extra_contacts() -> void:
var slide_normals: Array[Vector3] = [Vector3.UP, Vector3(0.0, 0.6, 0.8).normalized()]
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(
true,
Vector3.UP,
slide_normals,
0
)
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 0)
assert_that(stable).is_true()
func test_idle_support_is_stable_false_when_loose_ticks_active() -> void:
var slide_normals: Array[Vector3] = [Vector3.UP]
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(
true,
Vector3.UP,
slide_normals,
12
)
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 12)
assert_that(stable).is_false()
func test_idle_support_is_stable_false_when_not_on_floor() -> void:
var slide_normals: Array[Vector3] = [Vector3.UP]
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(
false,
Vector3.UP,
slide_normals,
0
)
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(false, Vector3.UP, slide_normals, 0)
assert_that(stable).is_false()