Add and update name convention
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@@ -27,6 +27,9 @@ Coding standards and development practices for the Skelly project. These guideli
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## GDScript Coding Standards
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### Naming Conventions
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> 📋 **Quick Reference**: For complete naming convention details, see the **[Naming Convention Quick Reference](#naming-convention-quick-reference)** section below.
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```gdscript
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# Variables and functions: snake_case
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var player_health: int = 100
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@@ -39,6 +42,11 @@ const TILE_SPACING := 54
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# Classes: PascalCase
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class_name PlayerController
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# Scene files (.tscn) and Script files (.gd): PascalCase
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# MainMenu.tscn, MainMenu.gd
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# Match3Gameplay.tscn, Match3Gameplay.gd
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# TestAudioManager.gd (test files)
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# Signals: past_tense
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signal health_changed
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signal game_started
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@@ -100,7 +108,7 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
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GameManager.start_match3_game()
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# ❌ Wrong
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get_tree().change_scene_to_file("res://scenes/game.tscn")
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get_tree().change_scene_to_file("res://scenes/game/Game.tscn")
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```
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### Autoload Usage
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@@ -263,6 +271,207 @@ wip
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- Verify debug state persists across scene changes
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- Check debug code doesn't affect release builds
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## Naming Convention Quick Reference
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> 🎯 **Single Source of Truth**: This section contains all naming conventions for the Skelly project. All other documentation files reference this section to avoid duplication and ensure consistency.
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### 1. GDScript Code Elements
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```gdscript
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# Variables and functions: snake_case
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var player_health: int = 100
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func calculate_damage() -> int:
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# Constants: SCREAMING_SNAKE_CASE
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const MAX_HEALTH := 100
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const TILE_SPACING := 54
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# Classes: PascalCase
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class_name PlayerController
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# Signals: past_tense_with_underscores
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signal health_changed
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signal game_started
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signal match_found
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# Private functions: prefix with underscore
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func _ready():
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func _initialize_grid():
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```
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### 2. File Naming Standards
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#### Script and Scene Files
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```gdscript
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# ✅ Correct: All .gd and .tscn files use PascalCase
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MainMenu.tscn / MainMenu.gd
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Match3Gameplay.tscn / Match3Gameplay.gd
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ClickomaniaGameplay.tscn / ClickomaniaGameplay.gd
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ValueStepper.tscn / ValueStepper.gd
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# Test files: PascalCase with "Test" prefix
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TestAudioManager.gd
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TestGameManager.gd
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TestMatch3Gameplay.gd
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# ❌ Wrong: Old snake_case style (being migrated)
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main_menu.tscn / main_menu.gd
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TestAudioManager.gd
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```
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**Rules:**
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- Scene files (.tscn) must match their script file name exactly
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- All new files must use PascalCase
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- Test files use "Test" prefix + PascalCase
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- Autoload scripts follow PascalCase (GameManager.gd, AudioManager.gd)
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### 3. Directory Naming Conventions
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#### Source Code Directories
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```
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# Source directories: snake_case
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src/autoloads/
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scenes/game/gameplays/
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scenes/ui/components/
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tests/helpers/
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# Root directories: lowercase
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docs/
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tests/
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tools/
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data/
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```
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#### Asset Directories
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```
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# Asset directories: kebab-case
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assets/audio-files/
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assets/ui-sprites/
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assets/game-textures/
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assets/fonts/
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localization/
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```
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### 4. Resource and Configuration Files
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```bash
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# Configuration files: lowercase with dots
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project.godot
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gdlintrc
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.gdformatrc
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.editorconfig
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export_presets.cfg
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# Godot resource files (.tres): PascalCase
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data/DefaultBusLayout.tres
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data/PlayerSaveData.tres
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scenes/ui/DefaultTheme.tres
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# Asset metadata: kebab-case
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assets/asset-sources.yaml
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assets/audio-files/audio-sources.yaml
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assets/ui-sprites/sprite-sources.yaml
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# Development files: kebab-case
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requirements.txt
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development-tools.md
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```
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### 5. Asset File Naming
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```bash
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# Audio files: kebab-case in kebab-case directories
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assets/audio-files/background-music.ogg
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assets/audio-files/ui-sounds/button-click.wav
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assets/audio-files/game-sounds/match-sound.wav
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# Visual assets: kebab-case
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assets/ui-sprites/main-menu-background.png
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assets/game-textures/gem-blue.png
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assets/fonts/main-ui-font.ttf
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# Import settings: match the original file
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background-music.ogg.import
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button-click.wav.import
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```
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**Asset Rules:**
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- All asset files use kebab-case
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- Organized in kebab-case directories
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- Import files automatically match asset names
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- Document all assets in `asset-sources.yaml`
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### 6. Git Workflow Conventions
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#### Branch Naming
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```bash
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# Feature branches: feature/description-with-hyphens
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feature/new-gameplay-mode
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feature/settings-ui-improvement
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feature/audio-system-upgrade
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# Bug fixes: fix/description-with-hyphens
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fix/tile-positioning-bug
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fix/save-data-corruption
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fix/debug-menu-visibility
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# Refactoring: refactor/component-name
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refactor/match3-input-system
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refactor/autoload-structure
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# Documentation: docs/section-name
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docs/code-of-conduct-update
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docs/api-documentation
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```
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#### Commit Message Format
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```bash
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# Format: <type>: <description>
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# Examples:
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feat: add dark mode toggle to settings menu
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fix: resolve tile swap animation timing issue
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docs: update naming conventions in code of conduct
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refactor: migrate print statements to DebugManager
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test: add comprehensive match3 validation tests
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```
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### 7. Quick Reference Summary
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| File Type | Convention | Example |
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|-----------|------------|---------|
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| **GDScript Files** | PascalCase | `MainMenu.gd`, `AudioManager.gd` |
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| **Scene Files** | PascalCase | `MainMenu.tscn`, `Match3Gameplay.tscn` |
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| **Test Files** | Test + PascalCase | `TestAudioManager.gd` |
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| **Variables/Functions** | snake_case | `player_health`, `calculate_damage()` |
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| **Constants** | SCREAMING_SNAKE_CASE | `MAX_HEALTH`, `TILE_SPACING` |
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| **Classes** | PascalCase | `class_name PlayerController` |
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| **Signals** | past_tense | `health_changed`, `game_started` |
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| **Directories** | snake_case (src) / kebab-case (assets) | `src/autoloads/`, `assets/audio-files/` |
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| **Assets** | kebab-case | `background-music.ogg`, `gem-blue.png` |
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| **Config Files** | lowercase.extension | `project.godot`, `.gdformatrc` |
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| **Branches** | type/kebab-case | `feature/new-gameplay`, `fix/tile-bug` |
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> ✅ **Status**: All major file naming inconsistencies have been resolved. The project now follows consistent PascalCase naming for all .gd and .tscn files.
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### 8. File Renaming Migration Guide
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When renaming files to follow conventions:
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**Step-by-step procedure:**
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1. **Use Git rename**: `git mv old_file.gd NewFile.gd` (preserves history)
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2. **Update .tscn references**: Modify script path in scene files
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3. **Update code references**: Search and replace all `preload()` and `load()` statements
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4. **Update project.godot**: If file is referenced in autoloads or project settings
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5. **Update documentation**: Search all .md files for old references
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6. **Update test files**: Modify any test files that reference the renamed file
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7. **Run validation**: Execute `gdlint`, `gdformat`, and project tests
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8. **Verify in editor**: Load scenes in Godot editor to confirm everything works
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**Tools for validation:**
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- `python tools/run_development.py --test` - Run all tests
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- `python tools/run_development.py --lint` - Check code quality
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- `python tools/run_development.py --format` - Ensure consistent formatting
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## Common Mistakes to Avoid
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### Architecture Violations
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@@ -271,7 +480,7 @@ wip
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get_tree().change_scene_to_file("some_scene.tscn")
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# Don't hardcode paths
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var tile = load("res://scenes/game/gameplays/tile.tscn")
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var tile = load("res://scenes/game/gameplays/Tile.tscn")
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# Don't ignore null checks
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var node = get_node("SomeNode")
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