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>
EnemyArtilleryComponent is a stationary siege piece (slow drift toward
the fleet, deliberately no pursuit component) that fires at the fleet
centroid on a long cooldown via a standalone ArtilleryShell -
telegraph ring (~1.8s, growing radius plus a filling countdown arc) ->
slow visible travel -> AOE explosion via Ship.take_damage() on every
player_ships node inside, same all-or-nothing shield absorption as
every other damage source. The shell is independent of the enemy that
fired it (added to the tree root, like EnemyProjectile/Projectile) so
the shooter dying mid-flight doesn't cancel an already-telegraphed
shot, and the impact point is fixed at fire time - never re-aimed at
where the fleet moves to afterward.
Part of the #40 conquest-mechanic breakdown.