Fix pre-existing lint errors blocking the new CI gate

A too-long line in console.gd and trailing whitespace in matador_spawn.gd
predate this branch but fail gdlint, which the new CI runs on every push.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
This commit is contained in:
2026-09-05 00:18:21 +03:00
parent 70274f1773
commit f02185e859
2 changed files with 8 additions and 7 deletions
+2 -1
View File
@@ -619,7 +619,8 @@ func _cmd_level(parts: PackedStringArray) -> void:
var id := StringName(parts[1].to_lower()) var id := StringName(parts[1].to_lower())
var level := Run.get_level(id) var level := Run.get_level(id)
if level == null: if level == null:
_log_warn("Unknown level '%s'. Try: %s" % [parts[1], " ".join(Run.level_ids().map(func(i: StringName) -> String: return str(i)))]) var known := " ".join(Run.level_ids().map(func(i: StringName) -> String: return str(i)))
_log_warn("Unknown level '%s'. Try: %s" % [parts[1], known])
return return
Run.debug_level_override = level Run.debug_level_override = level
_log_ok("Level set to [b]%s[/b] — reloading…" % str(id)) _log_ok("Level set to [b]%s[/b] — reloading…" % str(id))
+6 -6
View File
@@ -34,25 +34,25 @@ func _spawn() -> void:
# Matadors are assigned to a random subset of spawn points each wave and enter staggered. # Matadors are assigned to a random subset of spawn points each wave and enter staggered.
func _start_next_wave() -> void: func _start_next_wave() -> void:
_wave += 1 _wave += 1
# 8 waves total. # 8 waves total.
if _wave > DP.f("mat_wave_size"): if _wave > DP.f("mat_wave_size"):
return return
# Wave 1 = 1 matador, Wave 2 = 2, ... Wave 8 = 8. # Wave 1 = 1 matador, Wave 2 = 2, ... Wave 8 = 8.
var count := _wave var count := _wave
# Shuffle the spawn points so the spawn locations are random. # Shuffle the spawn points so the spawn locations are random.
var points: Array[Node3D] = _spawn_points.duplicate() var points: Array[Node3D] = _spawn_points.duplicate()
points.shuffle() points.shuffle()
for i in range(count): for i in range(count):
# Reuse spawn points when we have more matadors than points. # Reuse spawn points when we have more matadors than points.
var sp: Node3D = points[i % points.size()] var sp: Node3D = points[i % points.size()]
var m := _spawn_at(sp.global_position) var m := _spawn_at(sp.global_position)
m.call_deferred(&"enter_spawn_roll", Vector3.ZERO) m.call_deferred(&"enter_spawn_roll", Vector3.ZERO)
if i < count - 1: if i < count - 1:
await get_tree().create_timer( await get_tree().create_timer(
DP.f("mat_spawn_stagger") DP.f("mat_spawn_stagger")