Restructure into core/ and content/official/

This commit is contained in:
Johan Sandoval
2026-07-12 01:12:27 -05:00
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# DartGame
A 3D darts game where the core loop is **dragging modifiers onto board sectors** to create
compounding scoring interactions. Balatro's joker system, applied to a dartboard.
Built in **Godot 4**. Modding is a first-class concern, not an afterthought — our own
content ships through the same loader community mods will use.
---
## ⚠️ Install `git-lfs` BEFORE you clone
Clone without it and you'll get **130-byte text pointers** where your textures and models
should be. Godot will throw import errors that look completely baffling and you will lose
an hour figuring out why.
**NixOS**`configuration.nix`:
```nix
environment.systemPackages = with pkgs; [ git git-lfs ];
```
Or declaratively via Home Manager (also writes the LFS filter config, so a fresh machine is
correct with no imperative step):
```nix
programs.git = {
enable = true;
lfs.enable = true;
};
```
**Debian/Ubuntu**`sudo apt install git-lfs`
**macOS**`brew install git-lfs`
Then, once per machine:
```bash
git lfs install
```
---
## Setup
```bash
git clone <gitea-url>/DartGame.git
cd DartGame
git lfs pull
```
**Verify LFS worked.** Open `game/core/board/dartboard.glb` in a text editor. If it's
readable text starting with `version https://git-lfs...`, LFS did **not** run. Stop and fix
it before opening the project.
### Tooling
```bash
# GDScript formatter + linter
nix-shell -p gdtoolkit_4 # or: pipx install "gdtoolkit==4.*"
# Pre-commit hooks
pre-commit install
```
### Open the project
Point Godot 4 at `game/project.godot`.
---
## Where things live
| | Nextcloud | This repo |
|---|---|---|
| `.blend`, `.kra`, `.psd` | ✅ | ❌ **never** |
| `.glb`, `.png` (exported) | ❌ | ✅ (LFS) |
| Code, scenes, `.tres` | ❌ | ✅ |
| Moodboards, references | ✅ | ❌ |
Source files live in the **company Nextcloud share**, not here. They churn constantly, never
merge, and 99% of their revisions have no corresponding code change — they'd bloat LFS
history forever, on every clone.
Exported artifacts **do** live here, because they must version in lockstep with the code
that references them. If a UV layout changes and a script needs updating, those belong in
one commit.
`SOURCES.md` maps each repo artifact back to its Nextcloud source.
---
## Layout
```
game/
├── core/ ← THE ENGINE. Contains zero game content. Ever.
│ ├── board/ dartboard scene, mesh, sector logic
│ ├── dart/ dart scene, physics
│ ├── scoring/ ScorePacket pipeline
│ ├── game/ GameContext ← the mod API
│ ├── modding/ loader, registry, base classes, primitives
│ ├── ui/ modifier tray, drag-and-drop
│ └── debug/ hit_simulator.tscn ← you'll use this daily
├── content/official/ ← OUR CONTENT, loaded as a mod like any other
│ ├── skins/
│ ├── modifiers/
│ └── modes/
└── shared/ fonts, shaders
```
### The two rules
**1. Nothing in `core/` knows about any specific content.**
About to write `if modifier.id == "mjolnir"` in `core/`? Stop — you need a new primitive.
**2. `content/official/` must be deletable.**
Delete it, and the game boots to an empty state without crashing. That's the proof the mod
pipeline is real. If it can't, we don't have a mod system — we have a plugin folder.
---
## Docs
Full documentation lives in the Obsidian vault at
`Nextcloud/DartGame/documentation/`. Start with **Build Plan**.
---
## Contributing
**Branches:** `feat/`, `fix/`, `chore/` off `main`. `main` is protected and always runnable.
**Commits:** Conventional Commits.
```
feat(modding): add ModRegistry namespaced lookup
fix(scoring): ScorePacket.total() ignored final_override
```
**Before you open a PR:**
- [ ] `gdformat --check game/` passes
- [ ] `gdlint game/` passes
- [ ] Nothing in `core/` references a specific content ID
- [ ] New content is one self-contained folder
- [ ] If an asset changed: source updated in Nextcloud, `SOURCES.md` current
### ⚠️ Moving files
**Commit first.** Godot's refactoring is fragile. Move files from **inside the Godot
editor's FileSystem dock**, never your file manager, so references get fixed up.
If things break after a move or a branch switch:
```bash
rm -rf game/.godot/
```
then Project → Reload Current Project. If it's worse than that, `git restore .` — which only
works if you committed first.
---
## Status
**Pre-alpha.** Currently in Phase 0 (repo hygiene). See [`docs/build_plan.md`](docs/build_plan.md).