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
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+2
-1
@@ -619,7 +619,8 @@ func _cmd_level(parts: PackedStringArray) -> void:
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var id := StringName(parts[1].to_lower())
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var id := StringName(parts[1].to_lower())
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var level := Run.get_level(id)
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var level := Run.get_level(id)
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if level == null:
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if level == null:
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_log_warn("Unknown level '%s'. Try: %s" % [parts[1], " ".join(Run.level_ids().map(func(i: StringName) -> String: return str(i)))])
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var known := " ".join(Run.level_ids().map(func(i: StringName) -> String: return str(i)))
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_log_warn("Unknown level '%s'. Try: %s" % [parts[1], known])
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return
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return
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Run.debug_level_override = level
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Run.debug_level_override = level
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_log_ok("Level set to [b]%s[/b] — reloading…" % str(id))
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_log_ok("Level set to [b]%s[/b] — reloading…" % str(id))
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@@ -34,25 +34,25 @@ func _spawn() -> void:
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# Matadors are assigned to a random subset of spawn points each wave and enter staggered.
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# Matadors are assigned to a random subset of spawn points each wave and enter staggered.
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func _start_next_wave() -> void:
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func _start_next_wave() -> void:
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_wave += 1
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_wave += 1
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# 8 waves total.
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# 8 waves total.
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if _wave > DP.f("mat_wave_size"):
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if _wave > DP.f("mat_wave_size"):
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return
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return
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# Wave 1 = 1 matador, Wave 2 = 2, ... Wave 8 = 8.
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# Wave 1 = 1 matador, Wave 2 = 2, ... Wave 8 = 8.
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var count := _wave
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var count := _wave
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# Shuffle the spawn points so the spawn locations are random.
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# Shuffle the spawn points so the spawn locations are random.
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var points: Array[Node3D] = _spawn_points.duplicate()
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var points: Array[Node3D] = _spawn_points.duplicate()
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points.shuffle()
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points.shuffle()
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for i in range(count):
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for i in range(count):
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# Reuse spawn points when we have more matadors than points.
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# Reuse spawn points when we have more matadors than points.
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var sp: Node3D = points[i % points.size()]
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var sp: Node3D = points[i % points.size()]
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var m := _spawn_at(sp.global_position)
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var m := _spawn_at(sp.global_position)
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m.call_deferred(&"enter_spawn_roll", Vector3.ZERO)
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m.call_deferred(&"enter_spawn_roll", Vector3.ZERO)
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if i < count - 1:
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if i < count - 1:
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await get_tree().create_timer(
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await get_tree().create_timer(
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DP.f("mat_spawn_stagger")
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DP.f("mat_spawn_stagger")
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