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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## Fx — the one place gameplay code fires a visual effect. Code names WHICH effect and WHERE;
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## the .tscn owns HOW it looks (colour, curves, emission — all inspector-editable, no recompile).
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## Autoload singleton. Usage: Fx.spawn(&"blood_burst", hit_transform)
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##
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## Scenes are loaded lazily (not preloaded) so this autoload compiles and boots even before the
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## placeholder .tscn are seeded — see tools/seed_fx_placeholders.gd.
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const _PATHS: Dictionary = {
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&"blood_burst": "res://systems/fx/blood_burst.tscn",
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&"slam_dust": "res://systems/fx/slam_dust.tscn",
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&"spark": "res://systems/fx/spark.tscn",
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&"hit_flash": "res://systems/fx/hit_flash.tscn",
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}
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var _cache: Dictionary = {}
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# Spawn a named effect at `xform`, parented to `parent` (or the current scene). Returns the
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# instance, or null if the effect is unknown or its scene is missing.
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func spawn(effect: StringName, xform: Transform3D, parent: Node = null) -> Node:
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var scene := _scene(effect)
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if scene == null:
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return null
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var host := parent if parent != null else _default_host()
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if host == null:
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push_warning("Fx.spawn(%s): no parent and no current scene to attach to" % effect)
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return null
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var inst := scene.instantiate() as Node3D
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host.add_child(inst)
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inst.global_transform = xform
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return inst
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func _scene(effect: StringName) -> PackedScene:
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if _cache.has(effect):
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return _cache[effect]
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if not _PATHS.has(effect):
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push_warning("Fx.spawn: unknown effect '%s' (add it to fx/fx.gd)" % effect)
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return null
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var scene := load(_PATHS[effect]) as PackedScene
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if scene == null:
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push_warning("Fx.spawn: scene missing for '%s' at %s" % [effect, _PATHS[effect]])
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return null
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_cache[effect] = scene
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return scene
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func _default_host() -> Node:
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var tree := get_tree()
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return tree.current_scene if tree != null else null
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