lint fixes
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Continuous Integration / Code Formatting (pull_request) Successful in 27s
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@@ -1,6 +1,20 @@
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class_name DebugMenuBase
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extends Control
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# Safety constants matching match3_gameplay.gd
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const MAX_GRID_SIZE := 15
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const MAX_TILE_TYPES := 10
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const MIN_GRID_SIZE := 3
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const MIN_TILE_TYPES := 3
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const SCENE_SEARCH_COOLDOWN := 0.5
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@export var target_script_path: String = "res://scenes/game/gameplays/match3_gameplay.gd"
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@export var log_category: String = "DebugMenu"
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var match3_scene: Node2D
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var search_timer: Timer
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var last_scene_search_time: float = 0.0
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@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
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@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
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@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
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@@ -13,20 +27,6 @@ var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContaine
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@onready
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var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
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@export var target_script_path: String = "res://scenes/game/gameplays/match3_gameplay.gd"
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@export var log_category: String = "DebugMenu"
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# Safety constants matching match3_gameplay.gd
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const MAX_GRID_SIZE := 15
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const MAX_TILE_TYPES := 10
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const MIN_GRID_SIZE := 3
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const MIN_TILE_TYPES := 3
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var match3_scene: Node2D
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var search_timer: Timer
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var last_scene_search_time: float = 0.0
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const SCENE_SEARCH_COOLDOWN := 0.5 # Prevent excessive scene searching
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func _exit_tree() -> void:
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if search_timer:
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