# Folder Map (Code/)

This is a quick navigation map for folder responsibilities.  
Use `systems-index.md` for behavior/authority docs and this file for path discovery.

## Top-level
- `Code/Core/`: shared fundamentals, extensions, utilities, developer tooling, and project docs.
- `Code/Game/`: host loop, lifecycle policy, spawning, round rules, teams, and voting orchestration.
- `Code/Players/`: connected client container, pawn behavior, spectating, and persistent player stats.
- `Code/Items/`: weapon framework, role/equipment components, and marker primitives.
- `Code/Presentation/`: local camera/view orchestration and viewmodel lifecycle/render policy.
- `Code/UI/`: UI core helpers, core kit components, feature panels, and shared styles.
- `Code/User/`: user-facing settings model/metadata and chat + command handling. Will include JLX & moderation later
- `Code/World/`: map loading/reset, world entities, physics/props, effects, and audio behavior.

## Core
- `Code/Core/Documentation/`: architecture docs and references.
- `Code/Core/Extensions/`: general extension methods used across systems.
- `Code/Core/Utils/`: reusable runtime helpers (for example tagging, singleton helpers, viewmodel fallback pass).
- `Code/Core/Dev/`: debug/dev-only helpers and developer menu/testing components.

## Game
- `Code/Game/Host/`: `GameMode`, network manager, host migration guards, shared runtime static resets.
- `Code/Game/Lifecycle/`: player lifecycle authority, participation admission, round-event side-effect gating.
- `Code/Game/Spawning/`: spawn orchestration and physical spawn execution/selection services.
- `Code/Game/Rules/`: listener interfaces and round rule systems (timers, defaults, cleanup coordination points).
- `Code/Game/Teams/`: team models, assignment, win checks, and reward logic.
- `Code/Game/Voting/`: map vote and RTV runtime systems.
- `Code/Game/Systems/`: host-side support systems (round cleanup, bot manager).

## Players
- `Code/Players/ConnectedClient.cs`: authoritative per-connection state container and viewer/control routing.
- `Code/Players/Pawn/`: player pawn components (movement, body, damage, inventory integration, commands/state).
- `Code/Players/Spectator/`: spectate controller + spectate target routing.
- `Code/Players/Stats/`: score/karma/achievement tracking and end-round stat behavior.

## Items
- `Code/Items/Weapons/`: core weapon framework and weapon subcomponents (input, recoil, ammo, grenades, data, interfaces).
- `Code/Items/Equipment/`: non-base weapon equipment and role-specific mechanics (C4, scanner, body armor, utility behavior).
- `Code/Items/Markers/`: gameplay marker model and marker registry.

## Presentation
- `Code/Presentation/Model/`: viewer context model.
- `Code/Presentation/Services/`: local presentation coordinator, visibility policy, render applier, spawn transition, VM lifecycle.
- `Code/Presentation/ViewModel/`: local viewmodel component and optional cosmetic wall-tuck behavior.
- `Code/Presentation/LocalCameraRig.cs`: local camera/view entrypoint.

## UI
- `Code/UI/Core/`: UI context, style path helpers, HUD scaling glue, and shared UI foundation.
- `Code/UI/Core/Kit/`: reusable controls, contracts, and component primitives.
- `Code/UI/Features/`: domain UI features:
  - `Combat/`, `Forensics/`, `Identity/`, `Inventory/`, `Markers/`, `Match/`, `Menus/`, `Notifications/`, `Settings/`, `Social/`, `Voting/`.
- `Code/UI/Core/Styles/`: shared style sheets and theme imports.

## User
- `Code/User/Settings/`: settings model load/save/apply system and settings metadata attributes.
- `Code/User/Chat/`: chat routing, command registration/execution, chat entry model.

## World
- `Code/World/Loading/`: map/scene loader flows and legacy map bridge.
- `Code/World/MapEntities/`: resettable map entities, internal movers, and round cleanup tags/interfaces.
- `Code/World/MappingTools/`: mapper-facing logic shells, signal wiring, and map-authored spawners/legacy spawn helpers.
- `Code/World/Physics/`: prop and collision/physics-side world behavior.
- `Code/World/Effects/`: particle/effect components.
- `Code/World/Audio/`: world and voice audio behavior.
