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