Add scene-authored FX library and bull ability effects
An Fx autoload + one_shot_effect base so every effect is an inspector-editable .tscn (the systems/fx/ authoring dir): blood/slam/spark/flash primitives and the bull's kick/dash/slam/roll + movement effects (bull_*.tscn), fired via Fx.spawn() / Fx.attach(). Plus a preview gallery + smoke test, and bull_impact_fx.gd for the coded, non-particle slam rings + kick flash-pop. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
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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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# Generic hit effects.
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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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# Bull ability effects — one-shots fired by spawn(), continuous ones held via attach().
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&"bull_slam": "res://systems/fx/bull_slam.tscn",
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&"bull_kick": "res://systems/fx/bull_kick.tscn",
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&"bull_dash": "res://systems/fx/bull_dash.tscn",
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&"bull_hoof_dust": "res://systems/fx/bull_hoof_dust.tscn",
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&"bull_charge_trail": "res://systems/fx/bull_charge_trail.tscn",
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&"bull_roll_sparks": "res://systems/fx/bull_roll_sparks.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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# Instance a CONTINUOUS effect as a child of `parent` and hand it back. Unlike spawn(), it neither
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# positions nor auto-frees the effect — the caller keeps the reference to place it and toggle
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# `emitting` (hoof dust that follows the bull, the charge trail). Returns null if unknown/missing.
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func attach(effect: StringName, parent: Node) -> Node:
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var scene := _scene(effect)
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if scene == null or parent == null:
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return null
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var inst := scene.instantiate()
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parent.add_child(inst)
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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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