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Merge pull request #492 from V-Sekai/code-style
Add code gdformat.
2 parents f9bd98b + d5dc38d commit 4e2addd

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.github/workflows/code_style.yaml

+22
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,22 @@
1+
name: pre-commit
2+
3+
on:
4+
pull_request:
5+
push:
6+
branches:
7+
- main
8+
9+
jobs:
10+
pre-commit-checks:
11+
runs-on: ubuntu-latest
12+
steps:
13+
- uses: actions/checkout@v4
14+
- uses: actions/setup-python@v4
15+
with:
16+
python-version: "3.x"
17+
18+
- name: Install pre-commit
19+
run: pip install pre-commit
20+
21+
- name: Run pre-commit
22+
run: pre-commit run --all-files

.pre-commit-config.yaml

+18
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,18 @@
1+
repos:
2+
- repo: local
3+
hooks:
4+
# vsk_importer_exporter is ignored due to broken code.
5+
# VRM and godot_state_charts are ignored because upstream changes are complicated
6+
- id: gdformat
7+
name: gdformat
8+
entry: gdformat
9+
language: python
10+
additional_dependencies: [gdtoolkit==4.3.3]
11+
types: [gdscript]
12+
exclude: |
13+
(?x)^(
14+
addons/vsk_importer_exporter/.*|
15+
addons/godot_state_charts/.* |
16+
addons/vrm/.* |
17+
addons/Godot-MToon-Shader/.*
18+
)$

addons/actor/actor_state_machine.gd

+11-1
Original file line numberDiff line numberDiff line change
@@ -116,6 +116,16 @@ func update(p_delta: float) -> void:
116116
func start() -> void:
117117
super.start()
118118
if !Engine.is_editor_hint():
119-
states_map = {"Spawned": get_node_or_null("Spawned"), "Idle": get_node_or_null("Idle"), "Locomotion": get_node_or_null("Locomotion"), "Falling": get_node_or_null("Falling"), "Stop": get_node_or_null("Stop"), "Landed": get_node_or_null("Landed"), "Pre-Jump": get_node_or_null("Pre-Jump"), "Networked": get_node_or_null("Networked"), "Noclip": get_node_or_null("Noclip")}
119+
states_map = {
120+
"Spawned": get_node_or_null("Spawned"),
121+
"Idle": get_node_or_null("Idle"),
122+
"Locomotion": get_node_or_null("Locomotion"),
123+
"Falling": get_node_or_null("Falling"),
124+
"Stop": get_node_or_null("Stop"),
125+
"Landed": get_node_or_null("Landed"),
126+
"Pre-Jump": get_node_or_null("Pre-Jump"),
127+
"Networked": get_node_or_null("Networked"),
128+
"Noclip": get_node_or_null("Noclip")
129+
}
120130

121131
actor_controller = get_node_or_null(actor_controller_path)

addons/actor/controller_helpers.gd

+6-2
Original file line numberDiff line numberDiff line change
@@ -10,7 +10,9 @@ static func get_direction_to(p_start: Vector3, p_end: Vector3) -> Vector3:
1010

1111

1212
static func convert_euler_to_normal(p_euler: Vector3) -> Vector3:
13-
return Vector3(cos(p_euler.x) * sin(p_euler.y), -sin(p_euler.x), cos(p_euler.y) * cos(p_euler.x))
13+
return Vector3(
14+
cos(p_euler.x) * sin(p_euler.y), -sin(p_euler.x), cos(p_euler.y) * cos(p_euler.x)
15+
)
1416

1517

1618
static func convert_normal_to_euler(p_normal: Vector3) -> Vector2:
@@ -26,7 +28,9 @@ static func get_absolute_basis(p_basis: Basis) -> Basis:
2628
return m
2729

2830

29-
static func get_spatial_relative_movement_velocity(p_spatial: Node3D, p_input_direction: Vector2) -> Vector3:
31+
static func get_spatial_relative_movement_velocity(
32+
p_spatial: Node3D, p_input_direction: Vector2
33+
) -> Vector3:
3034
var new_direction: Vector3 = Vector3()
3135

3236
if p_spatial:

addons/actor/movement_controller.gd

+6-2
Original file line numberDiff line numberDiff line change
@@ -44,7 +44,9 @@ func get_character_body() -> CharacterBody3D:
4444
func set_direction_normal(p_normal: Vector3) -> void:
4545
if p_normal == Vector3():
4646
return
47-
set_global_transform(get_global_transform().looking_at(get_global_origin() + p_normal, Vector3(0, 1, 0)))
47+
set_global_transform(
48+
get_global_transform().looking_at(get_global_origin() + p_normal, Vector3(0, 1, 0))
49+
)
4850

4951

5052
func get_direction_normal() -> Vector3:
@@ -57,7 +59,9 @@ func move(p_target_velocity: Vector3) -> void:
5759
_character_body.velocity = p_target_velocity
5860
_character_body.move_and_slide()
5961
motion_vector = _character_body.velocity
60-
set_global_transform(Transform3D(get_global_transform().basis, _character_body.global_transform.origin))
62+
set_global_transform(
63+
Transform3D(get_global_transform().basis, _character_body.global_transform.origin)
64+
)
6165

6266

6367
func set_movement_vector(p_target_velocity: Vector3) -> void:

addons/actor/player_camera_controller.gd

+9-3
Original file line numberDiff line numberDiff line change
@@ -42,7 +42,9 @@ var origin_offset: Vector3 = Vector3()
4242
signal camera_mode_changed(p_camera_mode)
4343

4444

45-
func test_collision_point(p_ds: PhysicsDirectSpaceState3D, p_distance: float, p_start: Vector3, p_end: Vector3) -> float:
45+
func test_collision_point(
46+
p_ds: PhysicsDirectSpaceState3D, p_distance: float, p_start: Vector3, p_end: Vector3
47+
) -> float:
4648
var param: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new()
4749
param.from = p_start
4850
param.to = p_end
@@ -85,15 +87,19 @@ func get_camera_clip_distance(_camera) -> float:
8587

8688
func update() -> void:
8789
if InputManager.is_ingame_action_just_pressed("toggle_camera_mode"):
88-
camera_mode = CAMERA_THIRD_PERSON if camera_mode == CAMERA_FIRST_PERSON else CAMERA_FIRST_PERSON
90+
camera_mode = (
91+
CAMERA_THIRD_PERSON if camera_mode == CAMERA_FIRST_PERSON else CAMERA_FIRST_PERSON
92+
)
8993
camera_mode_changed.emit(camera_mode)
9094

9195
var corrected_pitch: float = 0.0
9296
if is_active and !VRManager.is_xr_active():
9397
corrected_pitch = clamp(rotation_pitch, rotation_pitch_min, rotation_pitch_max)
9498

9599
var pitch_basis: Basis = Basis().rotated(Vector3(-1.0, 0.0, 0.0), corrected_pitch)
96-
var yaw_basis: Basis = Basis().rotated(Vector3(0.0, 1.0, 0.0), rotation_yaw + rotation_yaw_snap_offset - PI)
100+
var yaw_basis: Basis = Basis().rotated(
101+
Vector3(0.0, 1.0, 0.0), rotation_yaw + rotation_yaw_snap_offset - PI
102+
)
97103

98104
transform.origin = Vector3()
99105
transform.basis = yaw_basis

addons/actor/player_controller.gd

+46-10
Original file line numberDiff line numberDiff line change
@@ -39,7 +39,8 @@ var _collider: CollisionShape3D = null
3939
@export_flags_3d_physics var local_player_collision: int = 1
4040
@export_flags_3d_physics var other_player_collision: int = 1
4141

42-
@onready var physics_fps: int = ProjectSettings.get_setting("physics/common/physics_ticks_per_second")
42+
@onready
43+
var physics_fps: int = ProjectSettings.get_setting("physics/common/physics_ticks_per_second")
4344

4445
@export var ik_space_path: NodePath = NodePath()
4546
var _ik_space: Node3D = null
@@ -138,7 +139,10 @@ func _master_movement(p_delta: float) -> void:
138139

139140
func update_origin() -> void:
140141
# There is a slight delay in the movement, but this allows framerate independent movement
141-
if entity_node.hierarchy_component_node and entity_node.hierarchy_component_node.get_entity_parent():
142+
if (
143+
entity_node.hierarchy_component_node
144+
and entity_node.hierarchy_component_node.get_entity_parent()
145+
):
142146
current_origin = entity_node.global_transform.origin
143147
else:
144148
current_origin = entity_node.transform.origin
@@ -192,7 +196,9 @@ func _on_transform_changed() -> void:
192196

193197

194198
func _get_desired_direction() -> Basis:
195-
var camera_controller_yaw_basis = Basis().rotated(Vector3(0, 1, 0), _camera_controller_node.rotation_yaw)
199+
var camera_controller_yaw_basis = Basis().rotated(
200+
Vector3(0, 1, 0), _camera_controller_node.rotation_yaw
201+
)
196202

197203
var basis: Basis = camera_controller_yaw_basis
198204

@@ -201,15 +207,35 @@ func _get_desired_direction() -> Basis:
201207
match VRManager.vr_user_preferences.movement_orientation:
202208
VRManager.vr_user_preferences_const.movement_orientation_enum.HEAD_ORIENTED_MOVEMENT:
203209
basis = camera_controller_yaw_basis * _camera_controller_node.camera.transform.basis
204-
VRManager.vr_user_preferences_const.movement_orientation_enum.PLAYSPACE_ORIENTED_MOVEMENT:
210+
(
211+
VRManager
212+
. vr_user_preferences_const
213+
. movement_orientation_enum
214+
. PLAYSPACE_ORIENTED_MOVEMENT
215+
):
205216
basis = camera_controller_yaw_basis
206217
VRManager.vr_user_preferences_const.movement_orientation_enum.HAND_ORIENTED_MOVEMENT:
207-
basis = camera_controller_yaw_basis * _player_input.vr_locomotion_component.get_controller_direction()
218+
basis = (
219+
camera_controller_yaw_basis
220+
* _player_input.vr_locomotion_component.get_controller_direction()
221+
)
208222

209223
if using_flight_controls():
210-
return Basis(Vector3(-cos(basis.get_euler().y), 0.0, sin(basis.get_euler().y)), Vector3(), Vector3(sin(basis.get_euler().y) * cos(basis.get_euler().x), sin(basis.get_euler().x), cos(basis.get_euler().y) * cos(basis.get_euler().x)))
224+
return Basis(
225+
Vector3(-cos(basis.get_euler().y), 0.0, sin(basis.get_euler().y)),
226+
Vector3(),
227+
Vector3(
228+
sin(basis.get_euler().y) * cos(basis.get_euler().x),
229+
sin(basis.get_euler().x),
230+
cos(basis.get_euler().y) * cos(basis.get_euler().x)
231+
)
232+
)
211233
else:
212-
return Basis(Vector3(-cos(basis.get_euler().y), 0.0, sin(basis.get_euler().y)), Vector3(), Vector3(sin(basis.get_euler().y), 0.0, cos(basis.get_euler().y)))
234+
return Basis(
235+
Vector3(-cos(basis.get_euler().y), 0.0, sin(basis.get_euler().y)),
236+
Vector3(),
237+
Vector3(sin(basis.get_euler().y), 0.0, cos(basis.get_euler().y))
238+
)
213239

214240

215241
func _on_touched_by_body(p_body) -> void:
@@ -249,7 +275,9 @@ func _setup_target() -> void:
249275

250276

251277
func _update_master_transform() -> void:
252-
var camera_controller_yaw_basis = Basis().rotated(Vector3(0, 1, 0), _camera_controller_node.rotation_yaw)
278+
var camera_controller_yaw_basis = Basis().rotated(
279+
Vector3(0, 1, 0), _camera_controller_node.rotation_yaw
280+
)
253281

254282
set_transform(Transform3D(camera_controller_yaw_basis, get_origin()))
255283

@@ -287,7 +315,10 @@ func _entity_physics_process(p_delta: float) -> void:
287315
update_origin()
288316

289317
# There is a slight delay in the movement, but this allows framerate independent movement
290-
if entity_node.hierarchy_component_node and entity_node.hierarchy_component_node.get_entity_parent():
318+
if (
319+
entity_node.hierarchy_component_node
320+
and entity_node.hierarchy_component_node.get_entity_parent()
321+
):
291322
current_origin = entity_node.global_transform.origin
292323
else:
293324
current_origin = entity_node.transform.origin
@@ -361,7 +392,12 @@ func _puppet_ready() -> void:
361392
_state_machine.start_state = NodePath("Networked")
362393

363394
### Avatar ###
364-
if VSKNetworkManager.player_avatar_path_updated.connect(self._player_network_avatar_path_updated) != OK:
395+
if (
396+
VSKNetworkManager.player_avatar_path_updated.connect(
397+
self._player_network_avatar_path_updated
398+
)
399+
!= OK
400+
):
365401
push_error("Failed to connect player_avatar_path_updated signal.")
366402
return
367403
if VSKNetworkManager.player_avatar_paths.has(get_multiplayer_authority()):

addons/actor/senses.gd

+15-5
Original file line numberDiff line numberDiff line change
@@ -22,8 +22,12 @@ func get_actor_eye_transform() -> Transform3D:
2222
# return get_global_origin() + Transform(Basis(), extended_kinematic_body.up * eye_height)
2323

2424

25-
func can_see_collider_point(p_point: Vector3, p_exclusion_array: Array = [], p_collision_bits: int = 1) -> bool:
26-
var dss: PhysicsDirectSpaceState3D = entity_node.PhysicsServer3D.space_get_direct_state(entity_node.get_world_3d().get_space())
25+
func can_see_collider_point(
26+
p_point: Vector3, p_exclusion_array: Array = [], p_collision_bits: int = 1
27+
) -> bool:
28+
var dss: PhysicsDirectSpaceState3D = entity_node.PhysicsServer3D.space_get_direct_state(
29+
entity_node.get_world_3d().get_space()
30+
)
2731
if dss:
2832
camera_planes = camera_matrix.get_projection_planes(get_actor_eye_transform())
2933

@@ -42,8 +46,12 @@ func can_see_collider_point(p_point: Vector3, p_exclusion_array: Array = [], p_c
4246
return false
4347

4448

45-
func can_see_collider_aabb(p_aabb: AABB, p_exclusion_array: Array = [], p_collision_bits: int = 1) -> bool:
46-
var dss = entity_node.PhysicsServer3D.space_get_direct_state(entity_node.get_world_3d().get_space())
49+
func can_see_collider_aabb(
50+
p_aabb: AABB, p_exclusion_array: Array = [], p_collision_bits: int = 1
51+
) -> bool:
52+
var dss = entity_node.PhysicsServer3D.space_get_direct_state(
53+
entity_node.get_world_3d().get_space()
54+
)
4755
if dss:
4856
camera_planes = camera_matrix.get_projection_planes(get_actor_eye_transform())
4957

@@ -64,6 +72,8 @@ func can_see_collider_aabb(p_aabb: AABB, p_exclusion_array: Array = [], p_collis
6472
return false
6573

6674

67-
func setup_camera_matrix(p_fovy_degrees: float, p_aspect: float, p_z_near: float, p_z_far: float, p_flip_fov: float) -> void:
75+
func setup_camera_matrix(
76+
p_fovy_degrees: float, p_aspect: float, p_z_near: float, p_z_far: float, p_flip_fov: float
77+
) -> void:
6878
camera_matrix = camera_matrix_const.new()
6979
camera_matrix.set_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov)

addons/actor/states/actor_state_falling.gd

+6-2
Original file line numberDiff line numberDiff line change
@@ -17,8 +17,12 @@ func update(p_delta: float) -> void:
1717
if state_machine.is_grounded():
1818
change_state("Landed")
1919

20-
var gravity_delta: float = state_machine.get_actor_controller().get_gravity_speed() * p_delta
21-
var gravity_direction: Vector3 = state_machine.get_actor_controller().get_gravity_direction()
20+
var gravity_delta: float = (
21+
state_machine.get_actor_controller().get_gravity_speed() * p_delta
22+
)
23+
var gravity_direction: Vector3 = (
24+
state_machine.get_actor_controller().get_gravity_direction()
25+
)
2226

2327
state_machine.set_velocity(state_machine.get_velocity() + gravity_direction * gravity_delta)
2428
state_machine.set_movement_vector(state_machine.get_velocity())

addons/actor/states/actor_state_locomotion.gd

+7-1
Original file line numberDiff line numberDiff line change
@@ -19,7 +19,13 @@ func locomotion() -> void:
1919

2020
var input_direction: Vector3 = state_machine.get_input_direction()
2121

22-
state_machine.set_velocity(input_direction * state_machine.actor_controller.walk_speed * state_machine.get_input_magnitude())
22+
state_machine.set_velocity(
23+
(
24+
input_direction
25+
* state_machine.actor_controller.walk_speed
26+
* state_machine.get_input_magnitude()
27+
)
28+
)
2329

2430
if state_machine.is_attempting_jumping():
2531
change_state("Pre-Jump")

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