Files
Bullosseum/.github/workflows/ci.yml
T
richard 7b6a141767 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
2026-09-06 00:04:41 +03:00

53 lines
1.4 KiB
YAML

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