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:
2026-09-06 00:04:41 +03:00
parent b839252fe0
commit 7b6a141767
141 changed files with 199 additions and 158 deletions
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extends CPUParticles3D
## Root helper for a one-shot effect scene: fires this emitter (and any CPUParticles3D children)
## once when spawned, then frees the whole scene after the longest-lived particle has died. This
## is what lets an effect be nothing but a tunable CPUParticles3D scene — no per-effect code, so
## Siim owns the look entirely in the inspector. Fired by the Fx autoload; see fx/README.md.
const _FREE_MARGIN := 0.5
func _ready() -> void:
var ttl := _arm(self)
for emitter: CPUParticles3D in _child_emitters():
ttl = maxf(ttl, _arm(emitter))
get_tree().create_timer(ttl + _FREE_MARGIN).timeout.connect(queue_free)
func _arm(p: CPUParticles3D) -> float:
p.one_shot = true
p.emitting = true
return p.lifetime
func _child_emitters() -> Array[CPUParticles3D]:
var out: Array[CPUParticles3D] = []
_gather(self, out)
return out
func _gather(node: Node, out: Array[CPUParticles3D]) -> void:
for child: Node in node.get_children():
if child is CPUParticles3D:
out.append(child)
_gather(child, out)