Reorganize the codebase into role-based folders (snake_case)
Move the 40-odd root-level scripts and scenes into a tree that groups by role,
per the approved roadmap (WS2/WS3): actors/{player,matador,bear}, systems/{combat,
fx,input,debug,render,crowd,config}, ui/, props/ (was tscn_s/). Rename the shell
scene.tscn -> levels/game_shell.tscn and every PascalCase scene to snake_case
(Player.tscn -> player.tscn, MainMenu.tscn -> main_menu.tscn, etc.) so the
case-insensitive web/macOS filesystems can't alias two files together.
Done as a scripted move: each file travels with its .uid; every quoted res:// path
across scenes, scripts, .tres, and project.godot's 9 autoloads is rewritten; the
.godot uid/class cache is rebuilt from scratch. Scenes still resolve by uid, so the
rewrite is belt-and-suspenders. Lint globs (run_tests.sh + both CI workflows) now
walk the new dirs; an orphan animation_tree.gd.uid and 7 pre-existing trailing-
whitespace lints (barrel/torch, never covered by the old root-only glob) are cleaned.
Full suite green on both sides. Asset consolidation (Assets/Animations/fonts ->
art/) is deferred — moving imported .glb/.png/.ttf is safer done in the editor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
This commit is contained in:
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extends Node
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## Player-facing game options (autoload `Settings`), persisted to user://settings.cfg.
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## Distinct from DP (debug tunables) and Controls (keybinds): this is the small set of
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## comfort/accessibility toggles the options menu exposes to the player.
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signal changed(key: String, value: Variant)
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const SAVE_PATH := "user://settings.cfg"
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const SECTION := "options"
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## Master screen-shake toggle — gates every camera_iso.trigger_hit (hits and ability FX).
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var screen_shake: bool = true
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## Gore toggle — when off, no blood spawns (impact spurt + ongoing spear-wound bleed).
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var gore: bool = true
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## Audio volumes stored as linear 0–1. Applied to AudioServer buses on load/change.
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var volume_master: float = 1.0
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var volume_ambient: float = 1.0
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var volume_effects: float = 1.0
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var mute_all: bool = false
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func _ready() -> void:
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_ensure_buses()
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load_saved()
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## Ensure Ambient and Effects buses exist as children of Master.
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func _ensure_buses() -> void:
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for bus_name: String in ["Ambient", "Effects"]:
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if AudioServer.get_bus_index(bus_name) == -1:
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AudioServer.add_bus()
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var idx := AudioServer.bus_count - 1
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AudioServer.set_bus_name(idx, bus_name)
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AudioServer.set_bus_send(idx, &"Master")
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func _apply_audio() -> void:
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Ambient"), _vol_db(volume_ambient))
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Effects"), _vol_db(volume_effects))
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), mute_all)
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func _vol_db(linear: float) -> float:
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return linear_to_db(maxf(linear, 0.0001))
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func set_screen_shake(value: bool) -> void:
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if screen_shake == value:
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return
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screen_shake = value
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changed.emit("screen_shake", value)
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save()
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func set_gore(value: bool) -> void:
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if gore == value:
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return
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gore = value
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changed.emit("gore", value)
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save()
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func set_volume_master(value: float) -> void:
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volume_master = clampf(value, 0.0, 1.0)
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
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changed.emit("volume_master", volume_master)
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save()
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func set_volume_ambient(value: float) -> void:
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volume_ambient = clampf(value, 0.0, 1.0)
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Ambient"), _vol_db(volume_ambient))
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changed.emit("volume_ambient", volume_ambient)
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save()
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func set_volume_effects(value: float) -> void:
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volume_effects = clampf(value, 0.0, 1.0)
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Effects"), _vol_db(volume_effects))
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changed.emit("volume_effects", volume_effects)
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save()
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func set_mute_all(value: bool) -> void:
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if mute_all == value:
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return
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mute_all = value
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), mute_all)
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changed.emit("mute_all", value)
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save()
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func save() -> void:
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var cfg := ConfigFile.new()
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cfg.set_value(SECTION, "screen_shake", screen_shake)
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cfg.set_value(SECTION, "gore", gore)
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cfg.set_value(SECTION, "volume_master", volume_master)
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cfg.set_value(SECTION, "volume_ambient", volume_ambient)
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cfg.set_value(SECTION, "volume_effects", volume_effects)
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cfg.set_value(SECTION, "mute_all", mute_all)
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cfg.save(SAVE_PATH)
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func load_saved() -> void:
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var cfg := ConfigFile.new()
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if cfg.load(SAVE_PATH) != OK:
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_apply_audio()
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return
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screen_shake = cfg.get_value(SECTION, "screen_shake", true) as bool
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gore = cfg.get_value(SECTION, "gore", true) as bool
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volume_master = cfg.get_value(SECTION, "volume_master", 1.0) as float
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volume_ambient = cfg.get_value(SECTION, "volume_ambient", 1.0) as float
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volume_effects = cfg.get_value(SECTION, "volume_effects", 1.0) as float
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mute_all = cfg.get_value(SECTION, "mute_all", false) as bool
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_apply_audio()
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