Reorganize into role-based folders and consolidate art

Move every script and scene into role-based directories (actors/, systems/, ui/,
levels/, props/) and all raw art under art/ (grouped by role, snake_case,
Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are
snake_case (PascalCase reserved for class_name) to avoid case-insensitive
filesystem aliasing on the web/macOS targets. Routes the bull's hits through the
typed DamageEvent pipeline and wires the bull's abilities to the Fx library.
Updates CLAUDE.md's folder-layout overview to match.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
This commit is contained in:
2026-09-08 14:56:22 +03:00
parent c0a022fed4
commit 09d4a60f43
244 changed files with 415 additions and 19337 deletions
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class_name MatadorRagdoll
extends RefCounted
## Builds the matador's physical-bone ragdoll. Body joints are cone-twist with
## limited swing/twist (DP-tunable) so the corpse keeps its silhouette instead of
## folding into a flat "deflated" pile; the cape stays free (PIN) so it drapes.
const PhysicsLayers = preload("res://systems/combat/physics_layers.gd")
# [bone, radius] → sphere collider; [bone, radius, height] → capsule.
const _BONES: Array = [
["matador", 0.18],
["COG", 0.12],
["chest", 0.13, 0.30],
["head", 0.14],
["collarbone_L", 0.06, 0.18],
["collarbone_R", 0.06, 0.18],
["arm_L", 0.07, 0.22],
["arm_R", 0.07, 0.22],
["forearm_L", 0.06, 0.22],
["forearm_R", 0.06, 0.22],
["hand_L", 0.05, 0.12],
["hand_R", 0.05, 0.12],
["leg_L", 0.10, 0.32],
["leg_R", 0.10, 0.32],
["shin_L", 0.08, 0.28],
["shin_R", 0.08, 0.28],
["foot_L", 0.07, 0.18],
["foot_R", 0.07, 0.18],
["Bone", 0.04, 0.30],
["Bone.001", 0.04, 0.34],
["Bone.002", 0.04, 0.30],
]
# Reuse an existing simulator if the rig already has one, else build the bodies.
static func build(skeleton: Skeleton3D) -> PhysicalBoneSimulator3D:
for child: Node in skeleton.get_children():
if child is PhysicalBoneSimulator3D:
(child as PhysicalBoneSimulator3D).active = false
return child as PhysicalBoneSimulator3D
var sim := PhysicalBoneSimulator3D.new()
sim.active = false
skeleton.add_child(sim)
var swing := DP.f("mat_joint_swing")
var twist := DP.f("mat_joint_twist")
var damp := DP.f("mat_ragdoll_damp")
for entry: Array in _BONES:
var bname: String = entry[0]
if skeleton.find_bone(bname) == -1:
continue
var pb := PhysicalBone3D.new()
pb.bone_name = bname
pb.mass = 0.4
pb.linear_damp = 0.1
# The ragdoll only simulates once the matador is dead, so it lives on the CORPSE
# layer and masks to CORPSE alone: it rests on the ground/walls (which also carry
# CORPSE) but the bull — which collides only with WORLD — passes straight through
# the bodies instead of tripping over them.
pb.collision_layer = PhysicsLayers.CORPSE
pb.collision_mask = PhysicsLayers.CORPSE
if bname.begins_with("Bone"):
# Cape: floppy cloth — free swing, light, draggy, one-way collision (layer 0
# so nothing collides with it; it still drapes on the CORPSE-masked ground).
pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
pb.mass = 0.15
pb.linear_damp = 0.5
pb.angular_damp = 0.7
pb.collision_layer = 0
else:
# Body: cone-twist joints cap how far each bone bends from its rest
# pose, so the silhouette holds; extra angular damp settles the flail.
pb.joint_type = PhysicalBone3D.JOINT_TYPE_CONE
pb.angular_damp = damp
pb.set(&"joint_constraints/swing_span", swing)
pb.set(&"joint_constraints/twist_span", twist)
var cs := CollisionShape3D.new()
if entry.size() >= 3:
var cap := CapsuleShape3D.new()
cap.radius = entry[1]
cap.height = entry[2]
cs.shape = cap
else:
var sph := SphereShape3D.new()
sph.radius = entry[1]
cs.shape = sph
pb.add_child(cs)
sim.add_child(pb)
return sim