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
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@@ -7,7 +7,7 @@ extends SceneTree
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# physics_layers.gd is pure constants (safe to preload); spear_projectile.gd references the
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# Settings autoload, whose global identifier isn't registered when a --script entry compiles its
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# preloads — so it's loaded at runtime inside _run instead, once the autoloads exist.
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const PhysicsLayers = preload("res://physics_layers.gd")
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const PhysicsLayers = preload("res://systems/combat/physics_layers.gd")
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var _pass := 0
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var _fail := 0
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@@ -44,8 +44,8 @@ func _run() -> void:
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await physics_frame
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# Launch a spear flat, dead-on from 3 m out; low gravity so the short flight stays level.
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var spear_script := load("res://spear_projectile.gd")
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var mesh := (load("res://Spear.tscn") as PackedScene).instantiate() as Node3D
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var spear_script := load("res://actors/matador/spear_projectile.gd")
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var mesh := (load("res://actors/matador/spear.tscn") as PackedScene).instantiate() as Node3D
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root.add_child(mesh)
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var origin := Vector3(0.0, 0.0, -3.0)
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var spear := spear_script.launch(root, mesh, origin, Vector3(0.0, 0.0, 12.0), 0.05) as RigidBody3D
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