NS-18: fix gdlint (line length, const order/naming)
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b043e8ac45
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fd52cf9386
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@ -4,15 +4,14 @@ extends Node3D
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## prototype terminal (X/Z, inclusive). Server `POST …/interact` remains authoritative.
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## prototype terminal (X/Z, inclusive). Server `POST …/interact` remains authoritative.
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const ProtoIx = preload("res://scripts/prototype_interaction_constants.gd")
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const ProtoIx = preload("res://scripts/prototype_interaction_constants.gd")
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const EMISSION_DIM := 0.12
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const EMISSION_BRIGHT := 7.0
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@export var marker_paths: Array[NodePath] = [^"MarkerA", ^"MarkerB"]
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@export var marker_paths: Array[NodePath] = [^"MarkerA", ^"MarkerB"]
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var _player: CharacterBody3D
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var _player: CharacterBody3D
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var _mat: StandardMaterial3D
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var _mat: StandardMaterial3D
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const _emission_dim := 0.12
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const _emission_bright := 7.0
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func setup_player(player: CharacterBody3D) -> void:
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func setup_player(player: CharacterBody3D) -> void:
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_player = player
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_player = player
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@ -23,7 +22,7 @@ func _ready() -> void:
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_mat.albedo_color = Color(0.1, 0.32, 0.9)
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_mat.albedo_color = Color(0.1, 0.32, 0.9)
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_mat.emission_enabled = true
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_mat.emission_enabled = true
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_mat.emission = Color(0.3, 0.6, 1.0)
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_mat.emission = Color(0.3, 0.6, 1.0)
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_mat.emission_energy_multiplier = _emission_dim
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_mat.emission_energy_multiplier = EMISSION_DIM
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for p in marker_paths:
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for p in marker_paths:
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var mi := get_node_or_null(p) as MeshInstance3D
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var mi := get_node_or_null(p) as MeshInstance3D
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if mi:
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if mi:
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@ -38,4 +37,4 @@ func _process(_delta: float) -> void:
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var dist_sq: float = dx * dx + dz * dz
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var dist_sq: float = dx * dx + dz * dz
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var r: float = ProtoIx.interaction_radius()
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var r: float = ProtoIx.interaction_radius()
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var in_range: bool = dist_sq <= r * r
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var in_range: bool = dist_sq <= r * r
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_mat.emission_energy_multiplier = _emission_bright if in_range else _emission_dim
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_mat.emission_energy_multiplier = EMISSION_BRIGHT if in_range else EMISSION_DIM
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@ -18,8 +18,8 @@ func _ready() -> void:
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func _input(event: InputEvent) -> void:
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func _input(event: InputEvent) -> void:
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# _input (not _unhandled_input): unhandled often misses keys in the embedded Game view / focus quirks.
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# Use _input: _unhandled_input often misses keys in the embedded Game dock / focus quirks.
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# Action `interact` is bound to E in project.godot; fallback keeps physical E for odd layouts.
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# `interact` is in project.godot; KEY_E fallback for odd layouts.
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if event.is_action_pressed("interact"):
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if event.is_action_pressed("interact"):
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_post_interact()
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_post_interact()
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elif event is InputEventKey:
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elif event is InputEventKey:
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