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
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4b861a69df
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@ -376,18 +376,24 @@ func _maybe_idle_bump_proximity_escape() -> bool:
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var wall_band_outer: float = col_r + PLAYER_CAPSULE_RADIUS + 0.22
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var wall_band_outer: float = col_r + PLAYER_CAPSULE_RADIUS + 0.22
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var should_escape: bool = d > r_mesh * 0.9 and d < col_r + 0.32
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var should_escape: bool = d > r_mesh * 0.9 and d < col_r + 0.32
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# On / above the disc, hugging the **visual** rim — step onto open slab.
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# On / above the disc, hugging the **visual** rim — step onto open slab.
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should_escape = should_escape or (
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should_escape = (
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feet_y >= bottom_y - 0.06
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should_escape
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and feet_y <= top_y + 0.1
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or (
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and d >= r_mesh * 0.86
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feet_y >= bottom_y - 0.06
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and d <= r_mesh + 0.14
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and feet_y <= top_y + 0.1
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and d >= r_mesh * 0.86
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and d <= r_mesh + 0.14
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)
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)
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)
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# Beside vertical cylinder: axis distance may exceed **`col_r`** while capsule still touches wall.
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# Beside vertical cylinder: axis distance may exceed **`col_r`** while capsule still touches wall.
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should_escape = should_escape or (
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should_escape = (
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feet_y <= top_y + 0.14
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should_escape
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and d > r_mesh * 0.82
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or (
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and d < wall_band_outer
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feet_y <= top_y + 0.14
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and (is_on_wall() or _idle_ridged_floor_contacts())
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and d > r_mesh * 0.82
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and d < wall_band_outer
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and (is_on_wall() or _idle_ridged_floor_contacts())
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)
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)
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)
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if not should_escape:
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if not should_escape:
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continue
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continue
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@ -50,56 +50,33 @@ func test_clear_nav_goal_clears_velocity_and_nav_target() -> void:
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func test_idle_support_is_stable_on_flat_floor_without_wall_contacts() -> void:
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func test_idle_support_is_stable_on_flat_floor_without_wall_contacts() -> void:
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var slide_normals: Array[Vector3] = [Vector3.UP]
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var slide_normals: Array[Vector3] = [Vector3.UP]
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var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(
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var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 0)
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true,
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Vector3.UP,
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slide_normals,
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0
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)
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assert_that(stable).is_true()
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assert_that(stable).is_true()
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func test_idle_support_is_stable_false_when_floor_is_not_flat_enough() -> void:
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func test_idle_support_is_stable_false_when_floor_is_not_flat_enough() -> void:
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var slide_normals: Array[Vector3] = [Vector3.UP]
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var slide_normals: Array[Vector3] = [Vector3.UP]
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var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(
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var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(
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true,
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true, Vector3(0.02, 0.995, 0.0).normalized(), slide_normals, 0
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Vector3(0.02, 0.995, 0.0).normalized(),
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slide_normals,
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0
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)
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)
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assert_that(stable).is_false()
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assert_that(stable).is_false()
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func test_idle_support_is_stable_true_when_flat_floor_has_extra_contacts() -> void:
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func test_idle_support_is_stable_true_when_flat_floor_has_extra_contacts() -> void:
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var slide_normals: Array[Vector3] = [Vector3.UP, Vector3(0.0, 0.6, 0.8).normalized()]
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var slide_normals: Array[Vector3] = [Vector3.UP, Vector3(0.0, 0.6, 0.8).normalized()]
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var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(
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var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 0)
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true,
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Vector3.UP,
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slide_normals,
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0
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)
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assert_that(stable).is_true()
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assert_that(stable).is_true()
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func test_idle_support_is_stable_false_when_loose_ticks_active() -> void:
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func test_idle_support_is_stable_false_when_loose_ticks_active() -> void:
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var slide_normals: Array[Vector3] = [Vector3.UP]
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var slide_normals: Array[Vector3] = [Vector3.UP]
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var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(
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var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 12)
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true,
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Vector3.UP,
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slide_normals,
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12
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)
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assert_that(stable).is_false()
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assert_that(stable).is_false()
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func test_idle_support_is_stable_false_when_not_on_floor() -> void:
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func test_idle_support_is_stable_false_when_not_on_floor() -> void:
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var slide_normals: Array[Vector3] = [Vector3.UP]
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var slide_normals: Array[Vector3] = [Vector3.UP]
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var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(
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var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(false, Vector3.UP, slide_normals, 0)
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false,
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Vector3.UP,
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slide_normals,
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0
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)
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assert_that(stable).is_false()
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assert_that(stable).is_false()
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