Move bull ability FX into the authorable systems/fx/ library
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled

The bull's kick/dash/slam/roll and movement particles were ~112 lines of
hand-built CPUParticles3D in player.gd, bypassing the Fx system entirely
(Fx.spawn had zero callers) — so Siim couldn't author them in the inspector.

- Add six inspector-editable effect scenes (bull_slam/kick/dash one-shots +
  bull_hoof_dust/charge_trail/roll_sparks continuous); wire player.gd to
  Fx.spawn() / new Fx.attach(); register them + the gallery + smoke test.
- Extract the coded, non-particle slam rings + kick flash into a new
  bull_impact_fx.gd component (bull_legs.gd pattern).
- Drop 12 now-obsolete DP dust look-params (the .tscn owns the look now).
- Trim god-file comment noise: rewrite an AI-placeholder barrel block to typed
  code, drop dead commented-out bounce/topple code, fix stale post-reorg file
  paths (Assets/… → art/…, PascalCase scene names → snake_case).
- Document the Siim workflow in systems/fx/README.md; update CLAUDE.md.

player.gd 1307 → 944 lines. Full suite green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
This commit is contained in:
2026-09-08 14:35:25 +03:00
parent c742c4ae0e
commit a4d18e4928
18 changed files with 580 additions and 462 deletions
+7 -1
View File
@@ -26,10 +26,16 @@ func _run() -> void:
root.add_child(host)
current_scene = host
for id: StringName in [&"blood_burst", &"slam_dust", &"spark", &"hit_flash"]:
for id: StringName in [&"blood_burst", &"slam_dust", &"spark", &"hit_flash",
&"bull_slam", &"bull_kick", &"bull_dash"]:
var inst: Node = fx.call("spawn", id, Transform3D.IDENTITY, host)
_ok(inst != null and is_instance_valid(inst), "spawns %s" % id)
# Continuous bull effects are held (attach), not fired-and-forgotten (spawn).
for id: StringName in [&"bull_hoof_dust", &"bull_charge_trail", &"bull_roll_sparks"]:
var inst: Node = fx.call("attach", id, host)
_ok(inst != null and is_instance_valid(inst), "attaches %s" % id)
var missing: Node = fx.call("spawn", &"does_not_exist", Transform3D.IDENTITY, host)
_ok(missing == null, "unknown effect returns null instead of crashing")