Replace M* table-wrapper classes with typed Resources; add type hints

Two related cleanups from the best-practice audit:

Task 3 — typed Resources instead of MBase / MScene / MLevel / MSetting

The old model classes wrapped the godot_db_manager Table API: each row
read went through table.get_data_at_row_idx(int), Cell.get_data(),
and 'as int' / 'as String' casts that don't actually parse anything
in Godot 4. m_value, m_lock, m_label, ... members shadowed the cell
indirection. Setters round-tripped through table.edit_data() +
Global.database.save_db(). That's a lot of plumbing for what is, in
the end, three flat tables of static strings.

Introduce three @export-typed Resources:
  db/scene_entry.gd     class_name SceneEntry
  db/level_entry.gd     class_name LevelEntry
  db/settings_data.gd   class_name SettingsData

Rewrite scripts/Database.gd so Database.DB holds:
  settings: SettingsData
  levels:   Array[LevelEntry]
  scenes:   Array[SceneEntry]

Build them once at startup from ahog.json, and serialise back to the
same JSON shape on save() so existing progress files keep working.
LevelEntry carries its own object_to_find / object_finding / reset
methods (talking to Global.database for cross-table lookups), and
SceneEntry carries its own mesh_path / audio_sound. Per-scene
dissolve state (value, tick_reference, dissolved) lives on
SceneEntry as non-exported runtime fields.

Delete db/MBase.gd / db/MScene.gd / db/MLevel.gd / db/MSetting.gd.

Update consumers:
- scripts/Setting.gd: read/write Global.database.settings directly,
  call Global.database.save() after each setter.
- scenes/levels/Levels.gd: iterate Global.database.scenes_for_level(
  current_scene_int) instead of mscene.new(i) for every row; scene
  state reads (scene.lock, scene.mesh, scene.counter, ...) replace
  scene.lock() / scene.mesh() / scene.counter() method calls; runtime
  dissolve state lives on the SceneEntry instance instead of mutable
  m_value / m_tick_reference members on MScene; 'dissolved' flag
  replaces set_mesh(null) signalling.
- scenes/UI/choose_scenes/ChooseScene.gd: iterate Global.database
  .levels; level.name / level.thumb property access in place of
  level.name() / level.thumbnail(). configure_reset() loses its
  redundant index argument (LevelEntry knows its own index).
- scripts/event.gd: _on_reset_level signature now takes LevelEntry,
  reset path drops index forwarding.

Task 2 — type hints across the remaining scripts

scripts/Global.gd, scenes/Main.gd, scenes/UI/ending/Ending.gd,
scenes/UI/loading/Loading.gd, scenes/UI/settings/Settings.gd: add
typed parameters and -> return annotations. current_scene_int is now
'int = -1' (sentinel) so callers don't fall into Variant comparisons;
event.gd:_on_reset_level resets it to -1 instead of null.
Settings.gd no longer wraps button_pressed in int() before passing to
the now-typed bool setters.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Vaillant Jeremy
2026-05-16 21:58:11 +02:00
parent 60d9f614ee
commit c17769246f
24 changed files with 462 additions and 659 deletions
-11
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extends Node
var table = null
func _get_data(datas, index):
return datas[index].get_data()
func _set_data(prop_id, row_id, data):
table.edit_data(prop_id, row_id, str(data))
Global.database.save_db()
return data
-1
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-57
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extends "res://db/MBase.gd"
var m_name = null
var m_thumb = null
var m_level = null
var mscene = load("res://db/MScene.gd")
func _init(row_idx):
m_level = row_idx
table = Global.database.get_table_by_name("levels")
var datas = table.get_data_at_row_idx(m_level)
m_name = _get_name(datas)
m_thumb = _get_thumb(datas)
func object_to_find():
var count = 0
var datas = _scenes().get_data_by_prop_name_and_data("level", str(m_level))
if datas.size() != 0:
count = datas.size()
return str(count)
func reset():
var scene_detail = null
var t = Global.database.get_table_by_name("scenes")
for row_index in range(0, t.m_rows_count):
scene_detail = mscene.new(row_index)
if scene_detail.label() != null:
scene_detail.set_lock(int(false))
func _scenes():
return Global.database.get_table_by_name("scenes")
func object_finding():
var count = 0
for datas in _scenes().get_dictionary_by_prop_name_and_data("level", str(m_level)):
if int(datas['lock']) == 1:
count = count + 1
return str(count)
func name():
return m_name
func thumbnail():
return m_thumb
## PRIVATE
func _get_name(datas):
return str(_get_data(datas, 0))
func _get_thumb(datas):
return str(_get_data(datas, 1))
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-99
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extends "res://db/MBase.gd"
var m_value = 0
var m_lock = null
var m_label = null
var m_label_counter = null
var m_tick_reference = 0
var m_key = null
var m_level = null
var m_mesh = null
var m_counter = null
var m_row_id = null
const LOCK_ID = 0
const LABEL_ID = 1
const KEY_ID = 2
const LEVEL_ID = 3
const MESH_ID = 4
const LABEL_COUNTER = 5
const COUNTER_ID = 6
func _init(row_index):
table = Global.database.get_table_by_name("scenes")
m_row_id = row_index
var datas = table.get_data_at_row_idx(m_row_id)
if _get_level(datas) == Global.current_scene_int:
m_key = _get_key(datas)
m_lock = _get_lock(datas)
m_label = _get_label(datas)
m_label_counter = _get_label_counter(datas)
m_mesh = _get_mesh(datas)
m_counter = _get_counter(datas)
func key():
return m_key
func label():
return m_label
func label_counter():
return m_label_counter
func lock():
return m_lock
func set_lock(p_value):
m_lock = _set_data(LOCK_ID, m_row_id, p_value)
func mesh():
return m_mesh
func tween():
return m_mesh + "/Tween"
func set_mesh(p_value):
m_mesh = p_value
func tick_reference():
return m_tick_reference
func set_tick_reference(p_value):
m_tick_reference = p_value
func value():
return m_value
func set_value(p_value):
m_value = p_value
func audio_sound():
var stream = load("res://assets/sounds/objects/" + label() + ".ogg")
stream.set_loop(false)
return stream
func counter():
return m_counter
## PRIVATE
func _get_lock(datas):
return bool(int(_get_data(datas, LOCK_ID)))
func _get_label(datas):
return str(_get_data(datas, LABEL_ID))
func _get_key(datas):
return str(_get_data(datas, KEY_ID))
func _get_level(datas):
return int(_get_data(datas, LEVEL_ID))
func _get_mesh(datas):
return "HiddenObjectsItems/" + str(_get_data(datas, MESH_ID))
func _get_label_counter(datas):
return str(_get_data(datas, LABEL_COUNTER))
func _get_counter(datas):
return int(_get_data(datas, COUNTER_ID))
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-70
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extends "res://db/MBase.gd"
var m_langue = null
var m_gyroscope = null
var m_ambient_sound = null
var m_resolution = null
var m_fullscreen = null
var m_version = null
const ROW_ID = 0
const LANGUE_ID = 0
const GYRSOCPE_ID = 1
const AMBIENT_SOUND = 2
const RESOLUTION = 3
const FULLSCREEN = 4
const VERSION = 5
func _init():
table = Global.database.get_table_by_name("settings")
var datas = table.get_data_at_row_idx(ROW_ID)
m_langue = _get_data(datas, LANGUE_ID)
m_gyroscope = _get_data(datas, GYRSOCPE_ID)
m_ambient_sound = _get_data(datas, AMBIENT_SOUND)
m_resolution = _get_data(datas, RESOLUTION)
m_fullscreen = _get_data(datas, FULLSCREEN)
m_version = _get_data(datas, VERSION)
func get_langue():
return int(m_langue)
func get_gyroscope():
return bool(int(m_gyroscope))
func get_ambient_sound():
return bool(int(m_ambient_sound))
func get_resolution():
return m_resolution.split(" x ")
func get_fullscreen():
return bool(int(m_fullscreen))
func get_version():
return "v" + str(m_version)
func set_langue(value):
m_langue = _set_data(LANGUE_ID, ROW_ID, value)
return get_langue()
func set_gyroscope(value):
m_gyroscope = _set_data(GYRSOCPE_ID, ROW_ID, value)
return get_gyroscope()
func set_ambient_sound(value):
m_ambient_sound = _set_data(AMBIENT_SOUND, ROW_ID, value)
return get_ambient_sound()
func set_resolution(value):
m_resolution = _set_data(RESOLUTION, ROW_ID, value)
return get_resolution()
func set_fullscreen(value):
m_fullscreen = _set_data(FULLSCREEN, ROW_ID, value)
return get_fullscreen()
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class_name LevelEntry extends Resource
# A single row from the 'levels' table of ahog.json.
@export var index: int = -1
@export var name: String = ""
@export var thumb: String = ""
func object_to_find() -> String:
return str(Global.database.scenes_for_level(index).size())
func object_finding() -> String:
var count := 0
for s in Global.database.scenes_for_level(index):
if s.lock:
count += 1
return str(count)
func reset() -> void:
for s in Global.database.scenes_for_level(index):
s.lock = false
Global.database.save()
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class_name SceneEntry extends Resource
# A single hidden-object row from the 'scenes' table of ahog.json.
@export var lock: bool = false
@export var label: String = ""
@export var key: String = ""
@export var level: int = -1
@export var mesh: String = ""
@export var label_counter: String = ""
@export var counter: int = 1
# Runtime-only state for the dissolve animation tracker (not persisted).
var dissolve_value: float = 0.0
var dissolve_tick_reference: int = 0
var dissolved: bool = false
func mesh_path() -> String:
return "HiddenObjectsItems/" + mesh
func audio_sound() -> AudioStream:
var stream: AudioStream = load("res://assets/sounds/objects/%s.ogg" % label)
if stream is AudioStreamOggVorbis:
stream.loop = false
return stream
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class_name SettingsData extends Resource
# Single-row 'settings' table from ahog.json.
@export var langue: int = 0
@export var gyroscope: bool = false
@export var ambient_sound: bool = false
@export var resolution: String = "1280 x 720"
@export var fullscreen: bool = false
@export var version: String = "1.0.0"
func resolution_split() -> PackedStringArray:
return resolution.split(" x ")
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