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>
Address every warning that surfaced in the running game's debugger:
- Drop deprecated 'graph_offset = Vector2(...)' lines from the three
in-tree VisualShader resources (red.tres, green.tres,
Summary.tscn). The property is editor-only graph pan, ignored at
runtime but warns at load.
- Add android/.gdignore so Godot stops scanning the build template
copies of red.tres/green.tres (which still had graph_offset). Tighten
.gitignore to keep tracking the .gdignore marker only.
- Drop the broken 'nodes/fragment/connections = ...' line from the
inline VisualShader in Summary.tscn — connections referenced
out-of-bounds ports (e.g. port 1 on a 1-output node). The
pre-compiled 'code = ...' string is kept so rendering is unaffected.
- Drop the orphaned 'ext_resource WarCraft.lmbake' from WarCraft.tscn:
the LightmapGI node no longer references it but Godot still loaded
the (Godot-3-format) blob from the ext_resource declaration alone,
triggering '(p_data.size() % 4) != 0'.
- Animation tracks: SlideReset (Template.tscn), BorderAnim
(Loading.tscn), and ObjectFindAll (ListObjects.tscn) each had a
bezier track with empty PackedFloat32Array keys, which
AnimationMixer rejects in Godot 4. Drop the empty x track in each
(the y track held the actual motion).
- Re-save 57 .mesh files via scripts/migrate_misc.gd so the surface
format is the current Godot 4 variant. sm_stackgold.mesh in
particular triggered the deprecation warning every load.
GDScript: rename function parameters and locals that shadowed
Node.name / Node.value in:
- db/MScene.gd (set_lock, set_mesh, set_tick_reference, set_value)
- scripts/Setting.gd untouched (no shadow, false positive earlier)
- scenes/UI/choose_scenes/ChooseScene.gd (_load_scene, _build_path,
_build_method)
- scenes/levels/Levels.gd (_create_animation_slide,
_create_animation_warning, _add_animation_to_player,
_create_button_info, _node_object_list)
lod plugin: Godot 4 added 'lod_bias' as a native property on
VisualInstance3D, which collided with the plugin's 'lod_bias' member
across all five lod_*.gd files. Rename to 'lod_distance_bias' so the
scripts parse again. Also drop Light3D.shadow_color writes in
lod_omni_light.gd and lod_spot_light.gd — that property was removed
in Godot 4, so the related shadow_value computation became dead code.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Catch-all commit for everything the --convert-3to4 tool missed during a
manual playtest of the game. All errors raised by clicking through Main
-> Puzzles -> level were fixed.
GDScript:
- PackedScene.instance() -> instantiate() (ChooseScene.gd)
- String(x) constructor doesn't exist -> str(x) (MBase, MScene,
MLevel, Animation, Levels)
- 'x as int/String/bool' doesn't parse strings -> explicit
int()/str()/bool(int()) (MScene, MLevel, MSetting)
- BaseButton.pressed (property) -> button_pressed; set_pressed() ->
direct assignment (Settings.gd)
- AnimationPlayer.add_animation() removed -> go through
AnimationLibrary (Levels.gd)
- PhysicsDirectSpaceState3D.intersect_ray(from, to, ...) ->
PhysicsRayQueryParameters3D.create() (Levels.gd)
- @export with type-hint-in-comment ('# (String, ...)') -> explicit
@export_enum (candle.gd)
- Get effective material with get_active_material() instead of
get_surface_override_material(), with null guard (Levels.gd)
- get_node() -> get_node_or_null() so missing items from ahog.json
(e.g. sm_super_dager in Home) don't crash (Levels.gd)
Scenes/resources:
- Remove 14 Tween nodes from WarCraft.tscn — Tween is no longer a
Node in Godot 4. Rewrite Animation.start_dissolve to use
create_tween().tween_method().
- Rename property material/N -> surface_material_override/N in every
.tscn (10 files) — Godot 3 -> 4 rename that --convert-3to4 missed.
Without this, MeshInstance3D.get_active_material(0) returned the
glTF-imported StandardMaterial3D instead of the project's custom
dissolve ShaderMaterial.
Shaders:
- One-shot scripts/migrate_shaders.gd walks every .material under
assets/ and fixes Godot 3 -> 4 shader code in-place. Fixed 17
materials: depth_draw_alpha_prepass -> depth_prepass_alpha,
hint_color -> source_color, NORMALMAP -> NORMAL_MAP.
Result: Main, Settings, ChooseScene, and the WarCraft level all run
without script or shader errors. Remaining noise is non-blocking
(visual_shader graph in text_outline.material, baked lightmap binary
format from Godot 3, and empty animation tracks).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>