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Project Metrics

This file is a living snapshot of Codexitma size, structure, and content metrics.

It is meant to answer practical questions such as:

  • how large the codebase is
  • where the complexity currently sits
  • how much test coverage exists in terms of declared tests
  • how much authored game content ships with the repo
  • which files are becoming the next refactor pressure points

Snapshot

  • Snapshot date: March 6, 2026
  • Base commit: e6285c9
  • Measurement tools:
    • cloc 2.08
    • git
    • scripts/update_project_metrics.py

Headline Numbers

  • Git commits: 92
  • Git-tracked files: 143
  • cloc-counted files: 124
  • Repository size on disk: 2.1G

Code Size

  • Total cloc code lines: 23,304
  • Total cloc blank lines: 2,494
  • Total cloc comment lines: 101

By Language

  • Swift: 69 files, 19,005 code lines
  • JSON: 20 files, 2,246 lines
  • Markdown: 9 files, 1,444 lines
  • Shell: 3 files, 172 lines
  • YAML: 2 files, 142 lines

Raw Swift Line Counts

These are plain line counts rather than cloc code-line counts.

  • Total Swift raw lines: 20,917
  • Production Swift under Sources/: 65 files, 19,277 lines
  • Test Swift under Tests/: 3 files, 1,596 lines

Swift Breakdown By Area

  • App/frontend/editor layer: 49 files, 16,056 raw lines
  • Engine layer: 6 files, 1,205 raw lines
  • Model layer: 3 files, 1,286 raw lines
  • Content loader layer: 3 files, 584 raw lines

Testing

  • Declared tests: 59

Bundled Game Content

  • Embedded adventures: 2
  • Total bundled maps: 16
  • Total interactables: 62
  • Total portals: 28
  • Total dialogue entries: 16
  • Total encounter definitions: 4
  • Total NPC definitions: 14
  • Total enemy definitions: 25
  • Total shop definitions: 3
  • Total objective definition files: 4
  • Stable README screenshots in repo: 16

Adventure Breakdown

  • Ashes of Merrow

    • maps: 6
    • interactables: 24
    • portals: 10
    • dialogues: 6
    • encounters: 2
    • NPCs: 5
    • enemies: 9
    • shops: 0
    • objective files: 2
  • Starfall Requiem

    • maps: 10
    • interactables: 38
    • portals: 18
    • dialogues: 10
    • encounters: 2
    • NPCs: 9
    • enemies: 16
    • shops: 3
    • objective files: 2

Largest Swift Files

  1. Sources/Game/App/SDLGraphicsLauncher+DepthRendering.swift: 1014 lines
  2. Sources/Game/App/MapBoardView+DepthRendering.swift: 869 lines
  3. Sources/Game/App/SDLGraphicsLauncher+SceneRendering.swift: 741 lines
  4. Sources/Game/App/AdventureEditorSession.swift: 693 lines
  5. Sources/Game/App/MapBoardView+DepthSupport.swift: 683 lines

What These Numbers Suggest

  • The project is graphics-heavy. The majority of the codebase sits in rendering, frontend composition, editor UX, automation, and cross-platform presentation support.
  • The engine core is comparatively compact. The complexity cost is mostly in presentation and tooling, not the turn-resolution rules themselves.
  • Depth 3D, SDL parity, and the editor remain the biggest context-pressure zones.

How To Refresh This File

Run:

./scripts/update_project_metrics.py

The script re-runs cloc, git, and the repo-specific aggregation logic, then rewrites this file in place.

Note: because cloc is run with --vcs=git, the snapshot measures the tracked repository state visible to git at generation time.