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>
35 lines
1.9 KiB
GDScript
35 lines
1.9 KiB
GDScript
class_name EnemyDefinition
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extends Resource
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# Data-driven enemy stats and appearance, mirroring VesselDefinition's role
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# for player ships. Enemy.gd instantiates component_scenes exactly like
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# Ship.gd does, so behaviour (pursuit, ranged fire, ...) lives in capability
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# components rather than in a type switch here.
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@export var enemy_id: String = "chaser"
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@export var display_name: String = "Chaser"
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@export var max_hp: int = 3
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@export var speed: float = 140.0
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@export var acceleration: float = 260.0
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@export var rotation_speed: float = 6.0
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@export var hull_points: PackedVector2Array = PackedVector2Array([
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Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0),
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])
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@export var glow_color: Color = Color(1.0, 0.15, 0.2)
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# Interior detail drawn on top of the hull, as consecutive PAIRS of points
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# (a, b, c, d -> segments a-b and c-d). Every enemy used to be a single flat
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# outline, which left the artillery and the turret spawner as the same
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# octagon at two sizes - the silhouette carried no information about what a
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# thing did. Kept as DATA rather than a per-type draw branch, for the same
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# reason hull_points is: adding an enemy must not mean editing Enemy.gd.
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@export var detail_lines: PackedVector2Array = PackedVector2Array()
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# Rings, as triples of (centre x, centre y, radius). Sensor domes, muzzles
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# and bay openings all read better as circles than as polygon chords.
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@export var detail_rings: PackedVector2Array = PackedVector2Array()
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# #82: this enemy is destroyed by the impact when it reaches a player vessel,
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# rather than shrugging it off and lining up another pass. Data, not a type
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# check: the chaser rams because ramming is its whole behaviour, while a
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# sniper that happens to drift into a ship has not spent itself doing it.
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@export var dies_on_contact: bool = false
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@export var core_color: Color = Color(0.06, 0.02, 0.03)
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@export var component_scenes: Array[PackedScene] = []
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