192 lines
5.7 KiB
Markdown
192 lines
5.7 KiB
Markdown
# 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 4.7**. Modding is a first-class concern, not an afterthought — our own content
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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 an
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hour.
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**NixOS** — Home Manager (also writes the LFS filter config, so a fresh machine is correct with
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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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Or system-wide:
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```nix
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environment.systemPackages = with pkgs; [ git git-lfs ];
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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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## Clone
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```bash
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git clone ssh://git@gitea.lilpenn.org:30009/ced/DartGame.git
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cd DartGame
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```
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> **Note the `git@`.** Without it, SSH tries to log in as your local username and you get
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> `Permission denied (publickey)`. Gitea's SSH user is always `git`.
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### Verify LFS worked
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```bash
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file game/core/board/dartboard.glb
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```
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**Want:** `glTF binary model, version 2, length 3302888 bytes`
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**Bad:** `ASCII text` ← that's an unfetched LFS pointer. Stop and fix it before opening Godot.
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---
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## Setup
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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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Then 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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| `.res` (collision shapes) | ❌ | ✅ (LFS) |
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| Code, scenes, `.tres` | ❌ | ✅ |
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| Moodboards, references | ✅ | ❌ |
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| **Documentation** | ✅ | ❌ |
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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 history
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forever, on every clone.
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Exported artifacts **do** live here, because they must version in lockstep with the code that
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references them. If a UV layout changes and a script needs updating, those belong in one commit.
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[`SOURCES.md`](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, 21-slot logic, trimesh collision
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│ ├── dart/ dart scene, drag/throw/flight physics
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│ ├── modding/ mod registry, modifier base class
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│ └── ui/ drop catcher, modifier tray, sector swatch
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├── content/official/ ← OUR CONTENT, loaded as a mod like any other
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│ ├── mod.json
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│ ├── skins/ bulls/ · sectors/ · flat_tire/
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│ └── modifiers/ (empty — Phase 5)
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└── scenes/ main.tscn, camera_3d.gd
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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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## The board is 21 slots
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`dartboard.glb` exports 21 material slots: `sector_1` … `sector_20`, plus `bulls`. Each sector
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is its own material, so it can be skinned and modified independently.
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Hit detection reads the **mesh face index** from the raycast and maps it to the material name —
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*not* an angle. That's what lets a modifier rotate or remap the board and still score correctly.
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Full detail in the docs.
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---
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## Docs
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Full documentation is an Obsidian vault at `Nextcloud/DartGame/documentation/`.
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**Start with `Build Plan`.** Then `Conventions` before your first commit.
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| Note | |
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|---|---|
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| **Build Plan** | What we're building. Eight phases, current status. |
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| **Conventions** | Naming, git workflow, linting. **Read before your first commit.** |
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| **Architecture** | How the engine works and why. |
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| **Godot Gotchas** | Every trap that cost us time. Read it. |
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| **Modding** | The mod format and public API. |
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| **Asset Pipeline** | Nextcloud ↔ repo handoff, Blender export settings. |
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| **File Tree** | Full directory reference. |
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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(board): face-to-slot map missed the last surface
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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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- [ ] If an asset changed: source updated in Nextcloud, `SOURCES.md` current
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- [ ] `git lfs status` shows binaries as LFS
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### ⚠️ Moving files
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**Commit first.** Godot's refactoring is fragile. Move files from **inside the Godot editor's
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FileSystem dock**, never your file manager, so references get fixed up.
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If things break after a move or 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. Worse than that? `git restore .` — which only works if
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you committed first.
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---
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## Status
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**Pre-alpha.** Phase 0 (repo hygiene) complete. Phase 1 (skeleton) in progress — board and dart
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scenes exist with collision; the throw mechanic is still being tuned.
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See `Build Plan` in the docs vault.
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