Commit Graph

5 Commits

Author SHA1 Message Date
Vaillant Jeremy c17769246f 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>
2026-05-16 21:58:11 +02:00
Vaillant Jeremy 01ea3af253 Run godot --convert-3to4 (automated conversion)
Apply Godot 4.6 automated conversion: renames Spatial.translate->position,
margin_*->offset_*, tool->@tool, .empty()->.is_empty(), DynamicFont->FontFile,
onready->@onready, export()->@export, and many more.

127 files changed by the tool. Manual fixes still required for:
 - godot_db_manager plugin (incompatible APIs: WindowDialog, Tabs, etc.)
 - lod plugin (Spatial -> Node3D renames)
 - ResourceLoader.load_interactive removed -> load_threaded_request
 - OS.set_window_fullscreen removed -> DisplayServer
 - Viewport.set_size_override removed

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 19:18:27 +02:00
darknight 34612f83a8 Add number version (#79)
Co-authored-by: VAILLANT Jeremy <vaillant.jeremy@dev-crea.com>
Reviewed-on: Athena/game-source#79
Co-authored-by: darknight <vaillant.jeremy@dev-crea.com>
Co-committed-by: darknight <vaillant.jeremy@dev-crea.com>
2021-06-06 19:11:21 +02:00
darknight 1883355678 feature/connect-level-and-reset-btn (#77)
Co-authored-by: VAILLANT Jeremy <vaillant.jeremy@dev-crea.com>
Reviewed-on: Athena/game-source#77
Co-authored-by: darknight <vaillant.jeremy@dev-crea.com>
Co-committed-by: darknight <vaillant.jeremy@dev-crea.com>
2021-06-06 16:54:38 +02:00
darknight d1bf0f76d8 Fix case and move single script in folder scripts (#69)
Co-authored-by: VAILLANT Jeremy <vaillant.jeremy@dev-crea.com>
Reviewed-on: Athena/game-source#69
Co-authored-by: darknight <vaillant.jeremy@dev-crea.com>
Co-committed-by: darknight <vaillant.jeremy@dev-crea.com>
2021-06-03 22:53:49 +02:00