From fd52cf9386e601c1de361a6bfa22d2413246dfc2 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Sat, 4 Apr 2026 20:24:59 -0400 Subject: [PATCH] NS-18: fix gdlint (line length, const order/naming) --- client/scripts/interaction_radius_indicators.gd | 9 ++++----- client/scripts/interaction_request_client.gd | 4 ++-- 2 files changed, 6 insertions(+), 7 deletions(-) diff --git a/client/scripts/interaction_radius_indicators.gd b/client/scripts/interaction_radius_indicators.gd index ca05e7b..591043d 100644 --- a/client/scripts/interaction_radius_indicators.gd +++ b/client/scripts/interaction_radius_indicators.gd @@ -4,15 +4,14 @@ extends Node3D ## prototype terminal (X/Z, inclusive). Server `POST …/interact` remains authoritative. const ProtoIx = preload("res://scripts/prototype_interaction_constants.gd") +const EMISSION_DIM := 0.12 +const EMISSION_BRIGHT := 7.0 @export var marker_paths: Array[NodePath] = [^"MarkerA", ^"MarkerB"] var _player: CharacterBody3D var _mat: StandardMaterial3D -const _emission_dim := 0.12 -const _emission_bright := 7.0 - func setup_player(player: CharacterBody3D) -> void: _player = player @@ -23,7 +22,7 @@ func _ready() -> void: _mat.albedo_color = Color(0.1, 0.32, 0.9) _mat.emission_enabled = true _mat.emission = Color(0.3, 0.6, 1.0) - _mat.emission_energy_multiplier = _emission_dim + _mat.emission_energy_multiplier = EMISSION_DIM for p in marker_paths: var mi := get_node_or_null(p) as MeshInstance3D if mi: @@ -38,4 +37,4 @@ func _process(_delta: float) -> void: var dist_sq: float = dx * dx + dz * dz var r: float = ProtoIx.interaction_radius() var in_range: bool = dist_sq <= r * r - _mat.emission_energy_multiplier = _emission_bright if in_range else _emission_dim + _mat.emission_energy_multiplier = EMISSION_BRIGHT if in_range else EMISSION_DIM diff --git a/client/scripts/interaction_request_client.gd b/client/scripts/interaction_request_client.gd index 65c3244..667855e 100644 --- a/client/scripts/interaction_request_client.gd +++ b/client/scripts/interaction_request_client.gd @@ -18,8 +18,8 @@ func _ready() -> void: func _input(event: InputEvent) -> void: - # _input (not _unhandled_input): unhandled often misses keys in the embedded Game view / focus quirks. - # Action `interact` is bound to E in project.godot; fallback keeps physical E for odd layouts. + # Use _input: _unhandled_input often misses keys in the embedded Game dock / focus quirks. + # `interact` is in project.godot; KEY_E fallback for odd layouts. if event.is_action_pressed("interact"): _post_interact() elif event is InputEventKey: