7b6a141767
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
53 lines
1.4 KiB
YAML
53 lines
1.4 KiB
YAML
name: CI
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on:
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push:
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pull_request:
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jobs:
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test:
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name: Lint & headless tests
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runs-on: ubuntu-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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# Mirror the local toolchain (godot --version → 4.7.beta). If this exact tag is not published,
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# pin it to the 4.7 beta the team actually runs; setup-godot maps this to a Godot release tag.
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- name: Install Godot 4.7
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uses: chickensoft-games/setup-godot@v2
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with:
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version: 4.7.0-beta
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use-dotnet: false
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include-templates: false
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- name: Set up Python
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uses: actions/setup-python@v5
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with:
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python-version: "3.12"
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- name: Install gdlint (gdtoolkit)
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run: pip install "gdtoolkit==4.*"
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# First run imports assets and builds the .godot cache (gitignored), so the headless tests can
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# actually load the .glb/.png resources they instance. Import can exit non-zero on warnings.
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- name: Import resources
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run: godot --headless --import
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continue-on-error: true
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- name: gdlint
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run: gdlint actors systems ui props levels tests
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- name: Headless tests
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env:
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GODOT: godot
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run: bash run_tests.sh --no-gameplay
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- name: Upload test output on failure
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if: failure()
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uses: actions/upload-artifact@v4
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with:
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name: test-output
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path: tests/output/
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if-no-files-found: ignore
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