Restructure into core/ and content/official/
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# DartGame
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A 3D darts game where the core loop is **dragging modifiers onto board sectors** to create
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compounding scoring interactions. Balatro's joker system, applied to a dartboard.
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Built in **Godot 4**. Modding is a first-class concern, not an afterthought — our own
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content ships through the same loader community mods will use.
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---
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## ⚠️ Install `git-lfs` BEFORE you clone
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Clone without it and you'll get **130-byte text pointers** where your textures and models
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should be. Godot will throw import errors that look completely baffling and you will lose
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an hour figuring out why.
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**NixOS** — `configuration.nix`:
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```nix
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environment.systemPackages = with pkgs; [ git git-lfs ];
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```
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Or declaratively via Home Manager (also writes the LFS filter config, so a fresh machine is
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correct with no imperative step):
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```nix
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programs.git = {
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enable = true;
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lfs.enable = true;
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};
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```
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**Debian/Ubuntu** — `sudo apt install git-lfs`
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**macOS** — `brew install git-lfs`
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Then, once per machine:
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```bash
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git lfs install
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```
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---
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## Setup
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```bash
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git clone <gitea-url>/DartGame.git
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cd DartGame
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git lfs pull
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```
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**Verify LFS worked.** Open `game/core/board/dartboard.glb` in a text editor. If it's
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readable text starting with `version https://git-lfs...`, LFS did **not** run. Stop and fix
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it before opening the project.
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### Tooling
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```bash
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# GDScript formatter + linter
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nix-shell -p gdtoolkit_4 # or: pipx install "gdtoolkit==4.*"
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# Pre-commit hooks
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pre-commit install
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```
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### Open the project
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Point Godot 4 at `game/project.godot`.
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---
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## Where things live
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| | Nextcloud | This repo |
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|---|---|---|
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| `.blend`, `.kra`, `.psd` | ✅ | ❌ **never** |
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| `.glb`, `.png` (exported) | ❌ | ✅ (LFS) |
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| Code, scenes, `.tres` | ❌ | ✅ |
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| Moodboards, references | ✅ | ❌ |
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Source files live in the **company Nextcloud share**, not here. They churn constantly, never
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merge, and 99% of their revisions have no corresponding code change — they'd bloat LFS
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history forever, on every clone.
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Exported artifacts **do** live here, because they must version in lockstep with the code
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that references them. If a UV layout changes and a script needs updating, those belong in
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one commit.
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`SOURCES.md` maps each repo artifact back to its Nextcloud source.
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---
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## Layout
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```
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game/
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├── core/ ← THE ENGINE. Contains zero game content. Ever.
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│ ├── board/ dartboard scene, mesh, sector logic
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│ ├── dart/ dart scene, physics
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│ ├── scoring/ ScorePacket pipeline
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│ ├── game/ GameContext ← the mod API
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│ ├── modding/ loader, registry, base classes, primitives
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│ ├── ui/ modifier tray, drag-and-drop
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│ └── debug/ hit_simulator.tscn ← you'll use this daily
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├── content/official/ ← OUR CONTENT, loaded as a mod like any other
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│ ├── skins/
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│ ├── modifiers/
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│ └── modes/
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└── shared/ fonts, shaders
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```
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### The two rules
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**1. Nothing in `core/` knows about any specific content.**
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About to write `if modifier.id == "mjolnir"` in `core/`? Stop — you need a new primitive.
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**2. `content/official/` must be deletable.**
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Delete it, and the game boots to an empty state without crashing. That's the proof the mod
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pipeline is real. If it can't, we don't have a mod system — we have a plugin folder.
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---
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## Docs
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Full documentation lives in the Obsidian vault at
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`Nextcloud/DartGame/documentation/`. Start with **Build Plan**.
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---
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## Contributing
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**Branches:** `feat/`, `fix/`, `chore/` off `main`. `main` is protected and always runnable.
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**Commits:** Conventional Commits.
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```
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feat(modding): add ModRegistry namespaced lookup
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fix(scoring): ScorePacket.total() ignored final_override
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```
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**Before you open a PR:**
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- [ ] `gdformat --check game/` passes
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- [ ] `gdlint game/` passes
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- [ ] Nothing in `core/` references a specific content ID
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- [ ] New content is one self-contained folder
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- [ ] If an asset changed: source updated in Nextcloud, `SOURCES.md` current
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### ⚠️ Moving files
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**Commit first.** Godot's refactoring is fragile. Move files from **inside the Godot
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editor's FileSystem dock**, never your file manager, so references get fixed up.
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If things break after a move or a branch switch:
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```bash
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rm -rf game/.godot/
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```
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then Project → Reload Current Project. If it's worse than that, `git restore .` — which only
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works if you committed first.
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---
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## Status
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**Pre-alpha.** Currently in Phase 0 (repo hygiene). See [`docs/build_plan.md`](docs/build_plan.md).
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