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:
@@ -0,0 +1,41 @@
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[gd_scene format=3]
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[ext_resource type="Script" path="res://systems/fx/one_shot_effect.gd" id="1_6wb3q"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_n65j7"]
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transparency = 1
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cull_mode = 2
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shading_mode = 0
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vertex_color_use_as_albedo = true
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[sub_resource type="SphereMesh" id="SphereMesh_ih2se"]
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material = SubResource("StandardMaterial3D_n65j7")
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radius = 0.05
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height = 0.1
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radial_segments = 4
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rings = 2
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[sub_resource type="Curve" id="Curve_kfjqk"]
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_data = [Vector2(0, 0.2), 0.0, 0.0, 0, 0, Vector2(0.3, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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point_count = 3
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[sub_resource type="Gradient" id="Gradient_8o2om"]
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colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 0)
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[node name="hit_flash" type="CPUParticles3D" unique_id=454164430]
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emitting = false
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amount = 6
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lifetime = 0.18
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one_shot = true
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explosiveness = 1.0
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randomness = 0.2
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mesh = SubResource("SphereMesh_ih2se")
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spread = 180.0
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gravity = Vector3(0, 0, 0)
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initial_velocity_min = 0.5
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initial_velocity_max = 1.5
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scale_amount_min = 0.8
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scale_amount_max = 1.4
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scale_amount_curve = SubResource("Curve_kfjqk")
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color_ramp = SubResource("Gradient_8o2om")
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script = ExtResource("1_6wb3q")
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