--- name: godot-organize-scripts version: 3.0.0 displayName: Organize Script Files description: > Use when Godot project has scripts scattered without clear organization. Detects scripts and organizes them by category (characters, enemies, components, managers, utilities). Creates clear structure showing architectural layers and relationships. Preserves all references and class_name declarations. author: Asreonn license: MIT category: game-development type: tool difficulty: beginner audience: [developers] keywords: - godot - script-organization - gdscript - file-structure - code-architecture - components - managers - best-practices platforms: [macos, linux, windows] repository: https://github.com/asreonn/godot-superpowers homepage: https://github.com/asreonn/godot-superpowers#readme permissions: filesystem: read: [".gd"] write: ["*"] move: true delete: false git: true behavior: auto_rollback: true validation: true git_commits: true outputs: "Organized script directories, moved files with preserved references, git commits" requirements: "Git repository, Godot 4.x" execution: "Fully automatic with reference preservation" integration: "Part of godot-organize-project orchestrator, works with godot-split-scripts" --- # Organize Script Files ## Core Principle **Scripts organized by architectural layer and responsibility.** Code structure reveals design. ## What This Skill Does Finds script directories like: ``` scripts/ ├── player.gd ├── enemy.gd ├── health_component.gd ├── game_manager.gd ├── utility.gd ├── inventory.gd ├── ui_manager.gd └── ... (50 more scripts) ``` Transforms to: ``` scripts/ ├── characters/ │ ├── player.gd │ └── character_base.gd ├── enemies/ │ ├── enemy.gd │ ├── goblin.gd │ └── enemy_ai.gd ├── components/ │ ├── health_component.gd │ ├── movement_component.gd │ └── combat_component.gd ├── managers/ │ ├── game_manager.gd │ ├── ui_manager.gd │ └── audio_manager.gd ├── systems/ │ └── inventory.gd └── utility/ ├── math_helper.gd └── constants.gd ``` ## Detection Patterns Identifies: - Scripts by architectural role - Base classes vs implementations - Reusable components vs specific entities - System/manager scripts - Utility/helper scripts ## When to Use ### Growing Codebase Scripts have multiplied and organization is lost. ### Understanding Architecture Want folder structure to reflect design. ### Team Onboarding New developers need to navigate code quickly. ### Before Major Refactoring Clean organization makes refactoring safer. ## Process 1. **Scan** - Inventory all .gd files and analyze content 2. **Classify** - Determine category based on role and naming 3. **Group** - Find related scripts (inheritance, dependencies) 4. **Plan** - Create target directory structure 5. **Move** - Relocate scripts preserving references 6. **Update** - Fix paths in preload(), extends, scenes 7. **Validate** - Ensure all scripts load correctly 8. **Commit** - Git commit per category moved ## Organization Structure ### Characters Scripts for player and NPCs. ``` characters/ ├── player.gd ├── npc.gd ├── character_base.gd └── character_state_machine.gd ``` ### Enemies Scripts for enemy entities and AI. ``` enemies/ ├── enemy_base.gd ├── goblin.gd ├── orc.gd ├── ai/ │ ├── enemy_ai.gd │ ├── patrol_ai.gd │ └── chase_ai.gd └── behaviors/ ├── attack_behavior.gd └── flee_behavior.gd ``` ### Components Reusable component scripts. ``` components/ ├── health_component.gd ├── movement_component.gd ├── combat_component.gd ├── inventory_component.gd └── hitbox_component.gd ``` ### Managers Singleton-style manager scripts. ``` managers/ ├── game_manager.gd ├── audio_manager.gd ├── scene_manager.gd ├── save_manager.gd └── input_manager.gd ``` ### Systems Game systems (inventory, quests, dialog). ``` systems/ ├── inventory_system.gd ├── quest_system.gd ├── dialog_system.gd └── crafting_system.gd ``` ### UI UI-specific scripts. ``` ui/ ├── main_menu.gd ├── pause_menu.gd ├── hud.gd ├── inventory_ui.gd └── widgets/ ├── health_bar.gd └── button_hover.gd ``` ### Utility Helper and utility scripts. ``` utility/ ├── constants.gd ├── math_helper.gd ├── vector_utils.gd └── debug_draw.gd ``` ### Resources (Script Definitions) Custom Resource class definitions. ``` resources/ ├── item_data.gd ├── enemy_stats.gd ├── ability_definition.gd └── level_config.gd ``` ## Classification Logic ### Character Scripts - Names contain "player", "npc", "character" - Extend CharacterBody2D or custom character base - Handle player/NPC-specific logic ### Enemy Scripts - Names contain "enemy", "monster", mob types - Extend enemy base or have AI logic - Handle hostile entity behavior ### Component Scripts - Names end with "_component" - Designed for reuse across entities - Single responsibility (health, movement, etc.) ### Manager Scripts - Names end with "_manager" - Often autoloaded singletons - Manage global state or services ### System Scripts - Names end with "_system" - Handle game mechanics (inventory, quests) - Domain-specific logic ### Utility Scripts - Names like "helper", "utils", "constants" - Stateless helper functions - Mathematical or string utilities ## What Gets Created - Organized script directories by category - Subdirectories for specialized groupings - Moved scripts with preserved references - Updated class_name references - Updated autoload paths in project.godot - Git commits per category ## Smart Analysis **Detects relationships:** - Inheritance (base classes with implementations) - Dependencies (scripts that preload others) - Naming patterns (conventions reveal purpose) **Maintains cohesion:** - Related scripts stay together - Base + derived classes in same category - Component families grouped ## Reference Updates ### Script Preloads ```gdscript # Before const EnemyScene = preload("res://enemy.gd") # After const EnemyScene = preload("res://scripts/enemies/enemy.gd") ``` ### Class Extends ```gdscript # Before extends "res://character_base.gd" # After extends "res://scripts/characters/character_base.gd" ``` ### Scene Script Attachments ```ini # Before [ext_resource path="res://player.gd" type="Script"] # After [ext_resource path="res://scripts/characters/player.gd" type="Script"] ``` ## Integration Works with: - **godot-split-scripts** - Split first, then organize - **godot-organize-files** - Base file organization - **godot-organize-project** (orchestrator) - Full project organization ## Safety - All script references preserved - class_name declarations work correctly - Autoload paths updated automatically - Rollback on validation failure - Original structure in git history ## When NOT to Use Don't reorganize if: - Scripts already well organized - Custom structure required by architecture - Mid-sprint (bad timing) - External tools rely on current paths ## Benefits - **Discoverability** - Find scripts by responsibility - **Architecture Visibility** - Structure reflects design - **Onboarding** - New developers navigate easily - **Refactoring** - Clear boundaries for changes - **Testing** - Easier to test by layer ## Naming Conventions **Optional: Rename during organization** - `PlayerController.gd` → `player_controller.gd` (snake_case) - `EnemyAI.gd` → `enemy_ai.gd` Godot convention prefers snake_case for file names. ## Architecture Layers **Typical hierarchy:** 1. **Entities** - characters/, enemies/ 2. **Components** - components/ 3. **Systems** - systems/, managers/ 4. **UI** - ui/ 5. **Utilities** - utility/ Organization reflects dependency direction (utilities depend on nothing, entities depend on everything). ## Common Transformations | Before | After | |--------|-------| | `player.gd` in scripts/ | `scripts/characters/player.gd` | | `enemy_ai.gd` in scripts/ | `scripts/enemies/ai/enemy_ai.gd` | | `health_component.gd` mixed | `scripts/components/health_component.gd` | | `game_manager.gd` in root | `scripts/managers/game_manager.gd` | | `utils.gd` scattered | `scripts/utility/math_helper.gd` | ## Configuration Can be customized for: - Different architectural patterns (MVC, ECS-like, etc.) - Team-specific categories - Domain-specific groupings - Depth of organization (flat vs deep) Defaults follow Godot component-based architecture patterns.