t_p1_hitscan: Add lag-compensated hitscan weapon system

NEW: server/scripts/combat/lag_compensation.gd
  - 128-entry ring buffer of player positions per server tick
  - rewind_and_raycast(tick, origin, direction, range, exclude):
    saves current positions, rewinds to tick-time positions,
    performs PhysicsDirectSpaceState3D.intersect_ray(), restores
  - Falls back to normal raycast if history missing for tick
  - shot_processed signal

NEW: scripts/combat/damage_processor.gd
  - Processes WeaponServer hit results: applies damage, tracks kills
  - Optional distance-based damage falloff
  - player_damaged / player_killed signals
  - Health and kill-count queries

MODIFY: server/scripts/weapons/weapon_server.gd
  - fire() now takes tick parameter: fire(tick, player_id, ...)
  - _perform_hitscan() uses LagCompensation.rewind_and_raycast()
    when lag_compensation reference is set and tick >= 0
  - Non-compensated fallback path preserved

MODIFY: server/scripts/game_server.gd
  - Adds _current_tick counter, incremented each simulation tick
  - Creates WeaponServer + LagCompensation + DamageProcessor as children
  - record_tick() called before each tick's simulation
  - register/unregister_player_node() for player lifecycle
  - _on_player_killed() relays kill events via player_damaged signal

MODIFY: scripts/network/server_main.gd
  - _spawn_player() registers node with GameServer.register_player_node()
  - _despawn_player() unregisters via unregister_player_node()
This commit is contained in:
2026-07-01 20:26:18 -04:00
parent 3465922be4
commit 705b068ed2
5 changed files with 457 additions and 8 deletions
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## DamageProcessor — Apply hit results and track kills.
##
## Receives hit results from WeaponServer (via LagCompensation), applies
## damage to the target entity, and emits events for scoreboard/UI updates.
##
## Usage (add as child of GameServer or combat manager):
##
## var dp = DamageProcessor.new()
## add_child(dp)
## dp.register_player(entity_id, 100.0)
## dp.process_hit(victim_id, shooter_id, 30.0)
##
class_name DamageProcessor
extends Node
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
## Emitted when a player takes damage.
## victim_id: entity_id of the damaged player
## shooter_id: entity_id of the player who dealt the damage (-1 if world/fall)
## damage: raw damage amount before any modifiers
## killed: true if this damage reduced health to 0
signal player_damaged(victim_id: int, shooter_id: int, damage: float, killed: bool)
## Emitted when a player dies from damage.
## victim_id: entity_id of the killed player
## shooter_id: entity_id of the killer (-1 if world/fall)
signal player_killed(victim_id: int, shooter_id: int)
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
## Current health per entity_id.
var _health: Dictionary = {} # entity_id (int) → current_health (float)
## Maximum health per entity_id (for respawn reset).
var _max_health: Dictionary = {} # entity_id (int) → max_health (float)
## Kill count per shooter entity_id.
var _kills: Dictionary = {} # shooter_id (int) → kill_count (int)
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## Register a player for damage tracking with the given maximum health.
func register_player(entity_id: int, max_health: float = 100.0) -> void:
_health[entity_id] = max_health
_max_health[entity_id] = max_health
# Preserve existing kill count if re-registering
## Remove a player from damage tracking (on disconnect / respawn).
func unregister_player(entity_id: int) -> void:
_health.erase(entity_id)
_max_health.erase(entity_id)
_kills.erase(entity_id)
## Reset a player's health to their maximum (on respawn).
## Does NOT reset kill count.
func reset_health(entity_id: int) -> void:
if _max_health.has(entity_id):
_health[entity_id] = _max_health[entity_id]
## Process a hit result: apply damage, check for kill, emit signals.
##
## hit_result format (from WeaponServer.fire()):
## {hit: bool, position: Vector3, target_id: int,
## damage: float, weapon_id: String}
##
## shooter_id is the entity_id of the player who fired.
func process_hit(hit_result: Dictionary, shooter_id: int) -> void:
if not hit_result.get("hit", false):
return
var victim_id: int = hit_result.get("target_id", -1)
var damage: float = hit_result.get("damage", 0.0)
if victim_id < 0 or damage <= 0.0:
return
# Apply damage
var current: float = _health.get(victim_id, 100.0)
current -= damage
var killed: bool = false
if current <= 0.0:
current = 0.0
killed = true
# Track kill for the shooter
if shooter_id >= 0:
_kills[shooter_id] = _kills.get(shooter_id, 0) + 1
player_killed.emit(victim_id, shooter_id)
_health[victim_id] = max(current, 0.0)
# Emit damage event (always, even on kill)
player_damaged.emit(victim_id, shooter_id, damage, killed)
## Convenience: process a hit result with distance-based damage falloff.
## hit_result must contain a "position" key. damage_falloff_start is the
## distance in Godot units beyond which damage begins to decrease.
## damage_falloff_min is the minimum damage multiplier (clamped 0.01.0).
func process_hit_with_falloff(
hit_result: Dictionary,
shooter_id: int,
origin: Vector3,
falloff_start: float = 100.0,
falloff_min: float = 0.5
) -> void:
if not hit_result.get("hit", false):
return
var damage: float = hit_result.get("damage", 0.0)
var hit_pos: Vector3 = hit_result.get("position", Vector3.ZERO)
var distance: float = origin.distance_to(hit_pos)
if distance > falloff_start:
# Linear falloff from falloff_start to some max range (2x falloff_start)
var max_range: float = falloff_start * 2.0
var t: float = clamp(
(distance - falloff_start) / (max_range - falloff_start),
0.0, 1.0
)
var multiplier: float = 1.0 - (1.0 - falloff_min) * t
damage *= multiplier
var modified_result: Dictionary = hit_result.duplicate()
modified_result["damage"] = damage
process_hit(modified_result, shooter_id)
# ---------------------------------------------------------------------------
# Query
# ---------------------------------------------------------------------------
## Get current health for an entity, or -1 if not registered.
func get_health(entity_id: int) -> float:
return _health.get(entity_id, -1.0)
## Get kill count for a shooter entity_id.
func get_kills(player_id: int) -> int:
return _kills.get(player_id, 0)
## Get all kills (shooter_id → kill_count).
func get_all_kills() -> Dictionary:
return _kills.duplicate()
## Reset all state (for round restart).
func reset_all() -> void:
_health.clear()
_max_health.clear()
_kills.clear()