#84: move 215 root files into a folder hierarchy

Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.

  buildings  core  controllers  enemies  logistics  planets
  resources  shaders  surface  ui  vessels  vfx  world

332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.

Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.

The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Loïc Wisniewski 2026-08-21 19:44:14 +02:00
commit 2f161621c3
495 changed files with 571 additions and 567 deletions

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[gd_resource type="Resource" script_class="ResourceDefinition" load_steps=3 format=3]
[ext_resource type="Script" path="res://resources/ResourceDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://resources/DarkMatterResourceGlyph.tscn" id="2"]
[resource]
script = ExtResource("1")
resource_id = "dark_matter"
display_name = "Dark Matter"
color = Color(0.55, 0.15, 0.85, 1)
glyph_scene = ExtResource("2")

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extends Control
@export var colour: Color = Color(0.55, 0.15, 0.85)
func _draw() -> void:
var centre: Vector2 = size * 0.5
var radius: float = minf(size.x, size.y) * 0.34
var points := PackedVector2Array()
for i in range(8):
var angle: float = TAU * float(i) / 8.0 - PI * 0.5
points.append(centre + Vector2(cos(angle), sin(angle)) * radius)
# Deep violet glow around a near-black core - not colour.darkened() like
# every other glyph's core, deliberately: dark matter has to read as an
# absence even against deep space, where a merely-darker version of the
# glow colour would still show up as a faint fill instead of a void
# with a rim.
NeonDraw.draw_glowing_polygon(self, points, colour, 1.0, Color(0.04, 0.01, 0.06), maxf(0.5, radius * 0.035))
# A tighter inner ring hints at an event horizon rather than a solid
# body - the same outline-only idiom every glyph already uses, just
# nested once more.
var inner := PackedVector2Array()
for i in range(8):
var angle: float = TAU * float(i) / 8.0 - PI * 0.5
inner.append(centre + Vector2(cos(angle), sin(angle)) * radius * 0.5)
NeonDraw.draw_glowing_polygon(self, inner, colour.lightened(0.25), 0.75, Color(0.04, 0.01, 0.06), maxf(0.35, radius * 0.02))

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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://resources/DarkMatterResourceGlyph.gd" id="1"]
[node name="GlyphVisual" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
script = ExtResource("1")

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[gd_resource type="Resource" script_class="ResourceDefinition" load_steps=3 format=3]
[ext_resource type="Script" path="res://resources/ResourceDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://resources/EnergyResourceGlyph.tscn" id="2"]
[resource]
script = ExtResource("1")
resource_id = "energy"
display_name = "Energy"
color = Color(0.85, 0.95, 0.15, 1)
glyph_scene = ExtResource("2")

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extends Control
@export var colour: Color = Color(0.85, 0.95, 0.15)
func _draw() -> void:
var centre: Vector2 = size * 0.5
var radius: float = minf(size.x, size.y) * 0.34
# A cell outline (battery/reactor cell, same hexagon family as the ore
# glyph's own outline) with a bolt struck through it, so energy reads as
# "stored power" rather than being confused with ore's plain hexagon.
var cell := PackedVector2Array()
for i in range(6):
var angle: float = TAU * float(i) / 6.0 - PI * 0.5
cell.append(centre + Vector2(cos(angle), sin(angle)) * radius)
NeonDraw.draw_glowing_polygon(self, cell, colour, 1.0, colour.darkened(0.78), maxf(0.5, radius * 0.035))
var bolt := PackedVector2Array([
centre + Vector2(radius * 0.18, -radius * 0.75),
centre + Vector2(-radius * 0.32, radius * 0.05),
centre + Vector2(radius * 0.05, radius * 0.05),
centre + Vector2(-radius * 0.18, radius * 0.75),
centre + Vector2(radius * 0.32, -radius * 0.05),
centre + Vector2(radius * 0.0, -radius * 0.05),
])
NeonDraw.draw_glowing_polygon(self, bolt, colour.lightened(0.35), 1.0, colour.darkened(0.6), maxf(0.4, radius * 0.03))

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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://resources/EnergyResourceGlyph.gd" id="1"]
[node name="GlyphVisual" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
script = ExtResource("1")

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[gd_resource type="Resource" script_class="ResourceDefinition" load_steps=3 format=3]
[ext_resource type="Script" path="res://resources/ResourceDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://resources/GasResourceGlyph.tscn" id="2"]
[resource]
script = ExtResource("1")
resource_id = "gas"
display_name = "Gas"
color = Color(0.85, 0.52, 1, 1)
glyph_scene = ExtResource("2")

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extends Control
@export var colour: Color = Color(0.85, 0.52, 1.0)
func _draw() -> void:
var centre: Vector2 = size * 0.5
var radius: float = minf(size.x, size.y) * 0.34
var bubbles: Array = [
[centre + Vector2(-radius * 0.38, radius * 0.12), radius * 0.46],
[centre + Vector2(radius * 0.34, radius * 0.26), radius * 0.58],
[centre + Vector2(radius * 0.38, -radius * 0.48), radius * 0.32],
]
for bubble in bubbles:
var ring := PackedVector2Array()
for i in range(12):
var angle: float = TAU * float(i) / 12.0
ring.append(bubble[0] + Vector2(cos(angle), sin(angle)) * float(bubble[1]))
NeonDraw.draw_glowing_polygon(self, ring, colour, 1.0, colour.darkened(0.78), maxf(0.5, radius * 0.035))

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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://resources/GasResourceGlyph.gd" id="1"]
[node name="GlyphVisual" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
script = ExtResource("1")

79
resources/Inventory.gd Normal file
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class_name Inventory
extends RefCounted
var total_capacity: int = -1
var resource_capacities: Dictionary = {}
var _amounts: Dictionary = {}
func _init(initial: Dictionary = {}, capacity: int = -1) -> void:
total_capacity = capacity
for resource_id in initial:
set_amount(String(resource_id), int(initial[resource_id]))
func amount(resource_id: String) -> int:
return int(_amounts.get(resource_id, 0))
func total() -> int:
var result: int = 0
for value in _amounts.values():
result += int(value)
return result
func capacity_for(resource_id: String) -> int:
return int(resource_capacities.get(resource_id, -1))
func space_for(resource_id: String) -> int:
var space: int = 1 << 30
if total_capacity >= 0:
space = maxi(total_capacity - total(), 0)
var resource_capacity: int = capacity_for(resource_id)
if resource_capacity >= 0:
space = mini(space, maxi(resource_capacity - amount(resource_id), 0))
return space
func set_amount(resource_id: String, value: int) -> int:
_amounts.erase(resource_id)
var accepted: int = mini(maxi(value, 0), space_for(resource_id))
if accepted > 0:
_amounts[resource_id] = accepted
return amount(resource_id)
func deposit(resource_id: String, requested: int) -> int:
var moved: int = mini(maxi(requested, 0), space_for(resource_id))
if moved > 0:
_amounts[resource_id] = amount(resource_id) + moved
return moved
func withdraw(resource_id: String, requested: int) -> int:
var moved: int = mini(maxi(requested, 0), amount(resource_id))
if moved <= 0:
return 0
var remaining: int = amount(resource_id) - moved
if remaining > 0:
_amounts[resource_id] = remaining
else:
_amounts.erase(resource_id)
return moved
func transfer_to(destination: Inventory, resource_id: String, requested: int) -> int:
if destination == null:
return 0
var moved: int = mini(mini(maxi(requested, 0), amount(resource_id)), destination.space_for(resource_id))
if moved <= 0:
return 0
withdraw(resource_id, moved)
destination.deposit(resource_id, moved)
return moved
func snapshot() -> Dictionary:
return _amounts.duplicate()

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[gd_resource type="Resource" script_class="ResourceDefinition" load_steps=3 format=3]
[ext_resource type="Script" path="res://resources/ResourceDefinition.gd" id="1"]
[ext_resource type="PackedScene" path="res://resources/OreResourceGlyph.tscn" id="2"]
[resource]
script = ExtResource("1")
resource_id = "ore"
display_name = "Ore"
color = Color(0, 0.72, 0.82, 1)
glyph_scene = ExtResource("2")

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extends Control
@export var colour: Color = Color(0.0, 0.72, 0.82)
func _draw() -> void:
var centre: Vector2 = size * 0.5
var radius: float = minf(size.x, size.y) * 0.34
var points := PackedVector2Array()
for i in range(6):
var angle: float = TAU * float(i) / 6.0 - PI * 0.5
points.append(centre + Vector2(cos(angle), sin(angle)) * radius)
NeonDraw.draw_glowing_polygon(self, points, colour, 1.0, colour.darkened(0.78), maxf(0.5, radius * 0.035))
NeonDraw.draw_glowing_line(self, points[5], points[2], colour, 0.55, maxf(0.4, radius * 0.025), colour.darkened(0.78))

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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://resources/OreResourceGlyph.gd" id="1"]
[node name="GlyphVisual" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
script = ExtResource("1")

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class_name ResourceDefinition
extends Resource
@export var resource_id: String = "ore"
@export var display_name: String = "Ore"
@export var color: Color = Color.WHITE
@export var glyph_scene: PackedScene

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class_name ResourceDefinitions
extends RefCounted
const ORE_ID: String = "ore"
const GAS_ID: String = "gas"
const ENERGY_ID: String = "energy"
const DARK_MATTER_ID: String = "dark_matter"
const ORDER: PackedStringArray = [ORE_ID, GAS_ID, ENERGY_ID, DARK_MATTER_ID]
const DEFINITIONS: Dictionary = {
ORE_ID: preload("res://resources/OreResourceDefinition.tres"),
GAS_ID: preload("res://resources/GasResourceDefinition.tres"),
ENERGY_ID: preload("res://resources/EnergyResourceDefinition.tres"),
DARK_MATTER_ID: preload("res://resources/DarkMatterResourceDefinition.tres"),
}
static func get_definition(resource_id: String) -> Resource:
return DEFINITIONS.get(resource_id)
static func ids() -> PackedStringArray:
return ORDER

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class_name ResourceGlyph
extends Control
const RESOURCE_DEFINITIONS = preload("res://resources/ResourceDefinitions.gd")
# A small, non-interactive resource mark shared by tables and transfer rows.
# Resource buttons used to borrow IconButton, which made decorative icons
# look tappable and encouraged each screen to invent its own version.
@export var resource_type: String = GameState.RESOURCE_ORE: set = set_resource_type
func set_resource_type(value: String) -> void:
if resource_type == value:
return
resource_type = value
if is_node_ready():
_rebuild_visual()
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
_rebuild_visual()
func _rebuild_visual() -> void:
for child in get_children():
child.queue_free()
var definition: Resource = RESOURCE_DEFINITIONS.get_definition(resource_type)
if definition == null or definition.glyph_scene == null:
return
var visual: Control = definition.glyph_scene.instantiate()
visual.colour = definition.color
add_child(visual)

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