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>
Discovered while playtesting the migrated build. Each fix has a
specific Godot-3-to-4 cause that the --convert-3to4 tool did not catch.
Fonts:
- Replace 4 .tres font wrappers (MKX_Base, kirsty_base/medium/title)
with FontVariation pointing at the .otf/.ttf source. Godot 3
DynamicFont with size= and font_data= is invalid in Godot 4 (those
properties don't exist on FontFile).
- Apply size 46 via theme_override_font_sizes/font_size on the 5
Labels that used kirsty_title.tres (LabelLoading + 4 in Summary).
- Drop the broken VisualShader text_outline.material from the 4
Labels in Summary — Index p_from_port errors in Godot 4 meant
COLOR was never written, so text rendered invisible.
- Migrate VisualShader nodes inside text_outline.material (compressed
asset; updated by the inspect/migrate scripts).
Translations:
- Move project.godot section from [locale] (Godot 3) to
[internationalization] with locale/translations=... (Godot 4). The
old section was silently ignored so tr() returned the raw msgid.
- Adjust Setting.translate_int_to_locale to return "en"/"fr" to
match what the .po files declare (was "en_GB"/"fr_FR", which Godot
3 fell back from automatically but Godot 4 does not).
Label alignment (Godot 3 names not auto-renamed):
- align -> horizontal_alignment, valign -> vertical_alignment across
9 .tscn files.
Background / Loading / ChooseScene layout:
- Rewrite Background.tscn from a VisualShader-textured Panel to a
plain TextureRect (the visual shader connection ports went out of
bounds in Godot 4, leaving the panel grey on scene reload).
- Set layout_mode=1 + anchors_preset=15 on BackgroundPicture
instances in Main.tscn and Loading.tscn — Godot 4 inheritance no
longer applies the .tscn-root's anchors to an instanced child
unless layout_mode is set to Anchors mode explicitly.
- Replace scroll_horizontal_enabled (Godot 3) with
horizontal_scroll_mode/vertical_scroll_mode (Godot 4) on
ChooseScene's ScrollContainer.
- Add theme_override_styles/panel = StyleBoxEmpty on the
ScrollContainer (Godot 4 ScrollContainer ships a default dark
panel style that Godot 3 did not).
- Hide BackgroundTile in Template.tscn — it points at
UI-level-btn-shadow.png (228x228, 83% opaque black) which used to
render at natural size in Godot 3 but is stretched to fill the
456px rect in Godot 4, leaving a big black square below each
thumbnail. The proper drop-shadow needs a shader or 9-patch.
- TextureRect.expand=true (Godot 3) -> expand_mode=1 (Godot 4) on
ThumbnailLevel and TopPart's content rects.
Lighting:
- background_mode 3 (which used to mean Sky in Godot 3) -> 2 (Sky in
Godot 4; 3 is now Canvas, producing a black background).
- background_sky -> sky, background_energy -> background_energy_multiplier,
fog_color -> fog_light_color, fog_height_min -> fog_height; drop
fog_height_enabled / fog_height_max / fog_height_curve /
dof_blur_far_distance (no longer exist).
- Add fog_mode = 1 so Godot 4 uses fog_depth_* instead of the new
default fog_density-based exponential fog (which rendered as a
thick white cloud).
- ambient_light_energy 1.55 -> 0.4 — the new pipeline interprets
the value much more strongly so 1.55 produced a saturated pink scene.
- Remove the light_data = ExtResource(41) reference to
WarCraft.lmbake — Godot 3 baked lightmap binary format is
incompatible with Godot 4. Re-bake in editor when ready.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>