How hugofalkvall/the-cat-distribution-system works
This appears to be a Godot game about placing cat buildings to defend an idol through enemy waves, with combat and run-based building/passive rewards. The tree also shows deck-management and run-status UI. No README or source excerpts were provided, so this map identifies product areas from filenames and resources but omits uncertain call and data-flow relationships.
Components 24
Arena and Placement
- Arena
arena/arena.tscn - Grid and Paths
arena/grid.gd - Pathfinding
arena/pathfinder.gd - Idol
arena/idol.gd - Building Placement
buildings/build_placement.gd - Building Runtime
buildings/building.gd - Building Definitions
buildings/building_definition.gd - Cat Distribution
buildings/cat_distributor.gd
Units and Combat
- Combat Units
units/combat_unit.gd - Enemy Units
units/enemies/enemy_unit.gd - Combat System
combat/combat_system.gd - Attack Behaviors
combat/attacks/attack_behavior.gd - Combat Effects
combat/effects/attack_effect_definition.gd
Run Progression
- Run Session
run/run.gd - Run Event Flow
run/flow/run_flow_director.gd - Wave Progression
run/waves/wave_director.gd - Enemy Spawning
run/enemy_spawner.gd - Reward Choices
run/rewards/choice_director.gd - Passive Modifiers
run/passives/passive_modifiers.gd
Player Interface
- Run Interface
ui/run_ui/run_ui.gd - Reward Interface
ui/reward_choice/reward_choice_overlay.gd - Deck Management
ui/decks/deck_management.gd - Idol Health Display
ui/health/idol_health_bar.gd
Other components
- Player