chore: add .editorconfig and consistent formatting for backend projects

Adds an `.editorconfig` file with C# and project-specific conventions. Applies consistent indentation and formatting across backend handlers, runtime models, and AI services.
This commit is contained in:
2026-03-24 02:55:15 -04:00
parent cfee1306de
commit 766fef1c8f
61 changed files with 17787 additions and 17733 deletions

View File

@@ -3,24 +3,24 @@ namespace SpaceGame.Api.Universe.Scenario;
public sealed class ScenarioLoader
{
private readonly WorldBuilder _worldBuilder;
private readonly WorldBuilder _worldBuilder;
public ScenarioLoader(string contentRootPath, WorldGenerationOptions? worldGeneration = null)
{
var generationOptions = worldGeneration ?? new WorldGenerationOptions();
var dataRoot = Path.GetFullPath(Path.Combine(contentRootPath, "..", "..", "shared", "data"));
var dataLoader = new DataCatalogLoader(dataRoot);
var generationService = new SystemGenerationService();
var spatialBuilder = new SpatialBuilder();
var seedingService = new WorldSeedingService();
public ScenarioLoader(string contentRootPath, WorldGenerationOptions? worldGeneration = null)
{
var generationOptions = worldGeneration ?? new WorldGenerationOptions();
var dataRoot = Path.GetFullPath(Path.Combine(contentRootPath, "..", "..", "shared", "data"));
var dataLoader = new DataCatalogLoader(dataRoot);
var generationService = new SystemGenerationService();
var spatialBuilder = new SpatialBuilder();
var seedingService = new WorldSeedingService();
_worldBuilder = new WorldBuilder(
generationOptions,
dataLoader,
generationService,
spatialBuilder,
seedingService);
}
_worldBuilder = new WorldBuilder(
generationOptions,
dataLoader,
generationService,
spatialBuilder,
seedingService);
}
public SimulationWorld Load() => _worldBuilder.Build();
public SimulationWorld Load() => _worldBuilder.Build();
}