Refactor: Added explicit typing and void return types

- Introduced explicit typing to variables and functions across multiple scripts for better code clarity.
- Specified 'void' as the return type for functions that do not return a value.
- Removed redundant code in some scripts.
This commit is contained in:
Dan 2024-05-15 10:42:16 +01:00
parent a62cd6018e
commit 2a9e78b52e
37 changed files with 216 additions and 248 deletions

View file

@ -6,23 +6,23 @@ var spawning_type : String = ""
var director_drones : Array = [] # List of all director drones in the world
@onready var rules = get_parent().get_node("RulesComponent")
@onready var beehive = get_parent().get_node("Beehive")
@onready var flowers = get_parent().get_node("Flowers")
@onready var dog = null
@onready var drone_controls = %DroneControls
@onready var ui_controls = get_parent().get_node("UiComponent")
@onready var spawned_drones_container = get_node("SpawnedDrones")
@onready var place_cursor = preload("res://resources/cursors/target_round_b.png")
@onready var rules : RulesComponent = get_parent().get_node("RulesComponent") as RulesComponent
@onready var beehive : Beehive = get_parent().get_node("Beehive")
@onready var flowers : Flowers = get_parent().get_node("Flowers")
@onready var dog : Dog = null
@onready var drone_controls : HBoxContainer = %DroneControls
@onready var ui_controls : UIComponent = get_parent().get_node("UiComponent")
@onready var spawned_drones_container : Node = get_node("SpawnedDrones")
@onready var place_cursor : Resource = preload("res://resources/cursors/target_round_b.png")
# Drones!
@onready var director_drone = preload("res://entities/DirectorDrone.tscn")
@onready var dancer_drone = preload("res://entities/DancerDrone.tscn")
@onready var distractor_drone = preload("res://entities/DistractorDrone.tscn")
@onready var collector_drone = preload("res://entities/CollectorDrone.tscn")
@onready var director_drone : Resource = preload("res://entities/DirectorDrone.tscn")
@onready var dancer_drone : Resource = preload("res://entities/DancerDrone.tscn")
@onready var distractor_drone : Resource = preload("res://entities/DistractorDrone.tscn")
@onready var collector_drone : Resource = preload("res://entities/CollectorDrone.tscn")
func _ready():
func _ready() -> void:
if !rules.game_rules.collector_enabled:
%SpawnCollector.visible = false
if !rules.game_rules.dancer_enabled:
@ -37,7 +37,7 @@ func _ready():
dog = get_parent().get_node("Dog")
## Function to detect right click event
func _input(event) -> void:
func _input(event : InputEvent) -> void:
if spawning_drone:
if (event is InputEventMouseButton && event.button_index == MOUSE_BUTTON_RIGHT && event.pressed):
Log.pr("Cancelling placement of drone")
@ -49,7 +49,7 @@ func _input(event) -> void:
func spawn_drone(drone_type : String) -> void:
Log.pr("This function will put a " + drone_type + " drone in the world")
var new_drone = null
var new_drone : Node = null
# Create a new instance of the drone
if drone_type == "director":
new_drone = director_drone.instantiate()
@ -119,22 +119,22 @@ func _on_spawn_dancer_pressed() -> void:
ui_controls.show_help_text("Help_Drone_Placement_Dancer")
place_drone("dancer")
func _on_spawn_director_mouse_entered():
func _on_spawn_director_mouse_entered() -> void:
reset_node_highlights()
ui_controls.show_help_text("Help_Drone_Placement_Director")
func _on_spawn_collector_mouse_entered():
func _on_spawn_collector_mouse_entered() -> void:
reset_node_highlights()
flowers.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Collector")
func _on_spawn_distractor_mouse_entered():
func _on_spawn_distractor_mouse_entered() -> void:
reset_node_highlights()
if dog:
dog.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Distractor")
func _on_spawn_dancer_mouse_entered():
func _on_spawn_dancer_mouse_entered() -> void:
reset_node_highlights()
beehive.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Dancer")
@ -147,10 +147,10 @@ func _on_button_mouse_exited() -> void:
# reset_node_highlights.call_deferred()
pass
func update_director_drone_list():
func update_director_drone_list() -> void:
director_drones.clear()
var x = 1
for drone in spawned_drones_container.get_children():
var x : int = 1
for drone : Node in spawned_drones_container.get_children():
if drone is DirectorDrone:
drone.visit_order = x
director_drones.append(drone)
@ -159,32 +159,32 @@ func update_director_drone_list():
Log.pr(director_drones.size())
func get_director(drone_number : int) -> DirectorDrone:
for drone in director_drones:
for drone : Node in director_drones:
if drone.visit_order == drone_number:
return drone
return null
func get_next_director(current_director_number : int) -> DirectorDrone:
for drone in director_drones:
for drone : Node in director_drones:
if drone.visit_order == current_director_number + 1:
return drone
return null
func get_previous_director(current_director_number : int) -> DirectorDrone:
for drone in director_drones:
for drone : Node in director_drones:
if drone.visit_order == current_director_number - 1:
return drone
return null
## For now this just returns the first collector drone it finds
## This will need to be updated to return the closest collector drone potentially?
func get_collector():
for drone in spawned_drones_container.get_children():
func get_collector() -> CollectorDrone:
for drone : Node in spawned_drones_container.get_children():
if drone is CollectorDrone:
return drone
return null
func reset_node_highlights():
func reset_node_highlights() -> void:
ui_controls.hide_help_text()
beehive.hide_outline()
flowers.hide_outline()