P7.8: Port FPS controller to netfox BaseNetInput pattern
- FPSCharacterController: removed SimulationServer dependency, added _rollback_tick() with acceleration-based CharacterBody3D movement, gravity, jump, crouch/sprint speed. Kept mouse look, crouch lerp, sprint/crouch toggle, _move_local() standalone fallback. - Player: extends FPSCharacterController (CharacterBody3D). Added authority-guarded _rollback_tick that delegates to super for server and local client prediction. TickInterpolator created dynamically (avoids headless class_name parse errors). PlayerNetInput child wired via existing RollbackSynchronizer input_properties. - player.tscn: CharacterBody3D root with FpsCamera, CollisionShape3D, PlayerNetInput children. TickInterpolator created in code. - client_main.gd: _spawn_local_player() creates FPS player node with first-person camera for own peer. _spawn_remote_player() removes FpsCamera for remote players. - fps_camera.gd: duck-typed _controller (Node) instead of class_name cast for headless safety. Fixed type inference warnings. Also includes parent task P7.5-P7.7 changes: - project.godot: main_scene -> server_main.tscn - network_manager.gd: Chan enum -> raw channel ints - server_main.gd: deferred ServerConfig load, GameServer load() - game_server.gd: commented out dev deps for headless compilation
This commit is contained in:
@@ -1,21 +1,21 @@
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## FPSCharacterController — first-person character for a networked tactical shooter.
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##
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## Bridges Godot Input → SimulationServer (GDExtension C++ core).
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## Handles mouse look, WASD movement, sprint toggle, hold-to-crouch, jump.
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## The rollback-aware movement runs inside _rollback_tick() when netfox is active.
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## Falls back to _move_local() for standalone / non-networked mode.
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##
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## Usage (scene tree):
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## FPSCharacterController (CharacterBody3D)
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## ├── FpsCamera (Camera3D) — script: fps_camera.gd
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## ├── CollisionShape3D (capsule)
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## ├── PlayerNetInput — netfox input gathering
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## ├── TickInterpolator — smooth visuals for remotes
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## └── (optional weapons/arms child)
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##
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## Connects to SimulationServer via `apply_input()` each frame.
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## Reads server snapshot data and updates the node transform.
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##
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## Mouse Look: Capture mouse on click, yaw rotates body, pitch rotates camera.
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## Walk Toggle: Tap Shift to toggle sprint on/off.
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## Crouch: Hold Ctrl to crouch. Smooth lerp transition.
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## Jump: Press Space.
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## Mouse Look: Capture mouse on click, yaw rotates body, pitch rotates camera.
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class_name FPSCharacterController
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extends CharacterBody3D
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@@ -23,7 +23,7 @@ extends CharacterBody3D
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# Exports — tune per weapon / game feel
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# ---------------------------------------------------------------------------
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## Mouse look sensitivity. At default 0.005, 100 px mouse motion = 0.5° rotation.
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## Mouse look sensitivity. At default 0.005, 100 px mouse motion = 0.5 degree rotation.
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@export_range(0.001, 0.1, 0.0005) var mouse_sensitivity: float = 0.005
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## Mouse vertical sensitivity multiplier (1.0 = same as horizontal).
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@@ -35,9 +35,6 @@ extends CharacterBody3D
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## Maximum pitch angle (degrees) — prevents looking upside down.
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@export_range(1, 89) var max_pitch: float = 89.0
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## Entity ID assigned by SimulationServer. Set via spawn_entity() response.
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@export var entity_id: int = -1
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## If true, pressing Sprint toggles between walk/sprint. If false, hold to sprint.
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@export var walk_toggle: bool = true
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@@ -59,13 +56,25 @@ extends CharacterBody3D
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## Collision shape height when crouching.
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@export var collision_height_crouch: float = 1.0
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# --- Standalone movement parameters (used when netfox is not active) ---
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## Walk speed (standalone mode / single-player).
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@export var local_walk_speed: float = 5.0
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## Sprint speed (standalone mode).
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@export var local_sprint_speed: float = 8.0
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## Crouch speed (standalone mode).
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@export var local_crouch_speed: float = 2.5
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## Jump velocity (standalone mode).
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@export var local_jump_velocity: float = 4.5
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## Gravity (standalone mode).
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@export var local_gravity: float = 15.0
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## Acceleration (standalone mode).
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@export var local_acceleration: float = 12.0
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# ---------------------------------------------------------------------------
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# Internal state
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# ---------------------------------------------------------------------------
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## Reference to SimulationServer singleton (set in _ready).
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var _server: Object = null
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## Current look rotation.
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var _yaw: float = 0.0
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var _pitch: float = 0.0
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@@ -74,7 +83,7 @@ var _pitch: float = 0.0
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var _crouch_target: float = 0.0
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var _crouch_current: float = 0.0
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## Walk-toggle state. If walk_toggle is true, toggles each time sprint input activates.
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## Walk-toggle state.
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var _sprint_active: bool = false
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var _sprint_pressed_last: bool = false
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@@ -82,24 +91,14 @@ var _sprint_pressed_last: bool = false
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var _crouch_active: bool = false
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var _crouch_pressed_last: bool = false
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## Input sequence counter — increment each frame for server reconciliation.
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var _input_sequence: int = 0
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## Cached input dictionary (avoids alloc per frame).
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var _input_dict: Dictionary = {}
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## Prediction controller reference (set by ClientPrediction system).
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## When non-null and prediction_enabled, the controller uses client-side
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## prediction with local movement for instant feedback instead of
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## reading position from the SimulationServer entity directly.
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var _prediction: Node = null
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## Mouse capture state.
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var _mouse_captured: bool = false
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var _mouse_clicked_this_frame: bool = false
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## Weapon manager reference.
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var _weapon: WeaponManager = null
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## Whether netfox rollback is active (set by parent in network mode).
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var _netfox_active: bool = false
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## Whether this is the local player (only the local player captures mouse).
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var _is_local_player: bool = false
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# ---------------------------------------------------------------------------
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# Node references (set in _ready)
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@@ -119,17 +118,15 @@ var _capsule_radius: float = 0.0
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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# Find SimulationServer
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if Engine.has_singleton("SimulationServer"):
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_server = Engine.get_singleton("SimulationServer")
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else:
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push_warning("FPSCharacterController: SimulationServer singleton not found. " +
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"Running in standalone (local physics) mode.")
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# Determine if this is the local player
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_is_local_player = multiplayer.get_unique_id() == multiplayer.get_multiplayer_authority()
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# Check if netfox rollback is available
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_netfox_active = Engine.has_singleton(&"NetworkRollback")
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# Locate camera
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_camera = get_node_or_null("%FpsCamera")
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if _camera == null:
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# Try to find any Camera3D child
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for child in get_children():
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if child is Camera3D:
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_camera = child
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@@ -149,9 +146,6 @@ func _ready() -> void:
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_capsule_shape.height = _stand_capsule_height
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break
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# Start with mouse captured
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_capture_mouse(true)
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# Initialize yaw/pitch from current transform
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_yaw = rotation.y
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if _camera:
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@@ -161,20 +155,20 @@ func _ready() -> void:
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_crouch_current = 0.0
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_update_crouch(0.0)
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# Find weapon manager child
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for child in get_children():
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if child is WeaponManager:
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_weapon = child
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break
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# Start with mouse captured on local player
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_set_local_player(_is_local_player)
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func _input(event: InputEvent) -> void:
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if not _is_local_player:
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return
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# Mouse look
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if event is InputEventMouseMotion and _mouse_captured:
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var rel: Vector2 = event.relative
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# Yaw (body rotation)
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_yaw -= rel.x * mouse_sensitivity
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# Pitch (camera rotation) — negative = look down, positive = look up
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# Pitch (camera rotation)
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var invert: float = -1.0 if invert_y else 1.0
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_pitch += rel.y * mouse_sensitivity * mouse_vertical_ratio * invert
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_pitch = clamp(_pitch, deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
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@@ -183,12 +177,11 @@ func _input(event: InputEvent) -> void:
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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if not _mouse_captured:
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_capture_mouse(true)
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else:
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# LMB fires weapon — handled in _physics_process via shoot_pressed
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_mouse_clicked_this_frame = true
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func _unhandled_input(event: InputEvent) -> void:
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if not _is_local_player:
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return
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# Escape to release mouse
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if event.is_action_pressed("ui_cancel"):
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_capture_mouse(false)
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@@ -199,21 +192,60 @@ func _unhandled_input(event: InputEvent) -> void:
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# ---------------------------------------------------------------------------
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func _physics_process(delta: float) -> void:
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# PREDICTION HOOK: capture pre-input state snapshot.
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# Must be called BEFORE any input processing or movement so the
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# snapshot represents the state at the start of this tick.
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if _prediction and _prediction.prediction_enabled:
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_prediction.on_before_tick()
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# When netfox rollback is active, movement is driven by _rollback_tick().
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# We only handle local-only visual updates here: crouch animation, rotation.
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if _netfox_active:
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_update_visual_state(delta)
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return
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# Standalone / no-netfox mode: do full local movement
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_standalone_physics(delta)
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## Updates visual state without applying movement — called every physics frame
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## when netfox rollback drives the actual movement.
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func _update_visual_state(delta: float) -> void:
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# Walk toggle logic (frame-rate dependent)
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if walk_toggle:
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var sprint_pressed := Input.is_action_pressed(&"sprint")
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if sprint_pressed and not _sprint_pressed_last:
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_sprint_active = not _sprint_active
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_sprint_pressed_last = sprint_pressed
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else:
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_sprint_active = Input.is_action_pressed(&"sprint")
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# Crouch toggle logic
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if crouch_toggle:
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var crouch_pressed := Input.is_action_pressed(&"crouch")
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if crouch_pressed and not _crouch_pressed_last:
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_crouch_active = not _crouch_active
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_crouch_pressed_last = crouch_pressed
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else:
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_crouch_active = Input.is_action_pressed(&"crouch")
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# Crouch height transition (visual only)
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var target_crouch: float = 1.0 if _crouch_active else 0.0
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_crouch_target = target_crouch
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var crouch_speed: float = 1.0 / max(crouch_transition_time, 0.001)
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if _crouch_current < _crouch_target:
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_crouch_current = min(_crouch_current + crouch_speed * delta, _crouch_target)
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elif _crouch_current > _crouch_target:
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_crouch_current = max(_crouch_current - crouch_speed * delta, _crouch_target)
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_update_crouch(_crouch_current)
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# Apply rotation (visual only — authoritative rotation from rollback)
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rotation.y = _yaw
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if _camera:
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_camera.rotation.x = _pitch
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## Full physics update for standalone / non-networked mode.
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func _standalone_physics(delta: float) -> void:
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# 1. Capture input state
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var input_dir := _get_move_direction()
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var jump_pressed := Input.is_action_just_pressed(&"jump")
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var sprint_pressed := Input.is_action_pressed(&"sprint")
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var crouch_pressed := Input.is_action_pressed(&"crouch")
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var shoot_pressed := _mouse_clicked_this_frame or Input.is_action_pressed(&"shoot")
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var aim_pressed := Input.is_action_pressed(&"aim")
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_mouse_clicked_this_frame = false
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# 2. Walk toggle logic
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if walk_toggle:
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@@ -234,13 +266,11 @@ func _physics_process(delta: float) -> void:
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# 4. Crouch height transition
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var target_crouch: float = 1.0 if _crouch_active else 0.0
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_crouch_target = target_crouch
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var crouch_speed: float = 1.0 / max(crouch_transition_time, 0.001)
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if _crouch_current < _crouch_target:
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_crouch_current = min(_crouch_current + crouch_speed * delta, _crouch_target)
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elif _crouch_current > _crouch_target:
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_crouch_current = max(_crouch_current - crouch_speed * delta, _crouch_target)
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_update_crouch(_crouch_current)
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# 5. Apply rotation
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@@ -248,95 +278,90 @@ func _physics_process(delta: float) -> void:
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if _camera:
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_camera.rotation.x = _pitch
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# 5b. Weapon fire with rate limiting via WeaponManager
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var should_fire: bool = false
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var time_since_engine_start: float = Engine.get_process_ticks() * get_physics_process_delta_time()
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if _weapon:
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should_fire = _weapon.try_fire(time_since_engine_start)
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elif shoot_pressed:
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# No weapon manager — fire every tick (unlimited)
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should_fire = true
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# 6. Do local CharacterBody3D physics
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_move_local(input_dir, delta, jump_pressed)
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if _server != null:
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if should_fire:
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_server.fire_weapon(entity_id)
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# 6. Build input dictionary (all modes — mutate cached dict to avoid alloc)
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_input_dict["move_direction"] = input_dir
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_input_dict["look_yaw"] = rad_to_deg(_yaw)
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_input_dict["look_pitch"] = rad_to_deg(_pitch)
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_input_dict["jump"] = jump_pressed
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_input_dict["crouch"] = _crouch_active
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_input_dict["sprint"] = _sprint_active
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_input_dict["shoot"] = should_fire
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_input_dict["aim"] = aim_pressed
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_input_dict["input_sequence"] = _input_sequence
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# ---------------------------------------------------------------------------
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# Rollback tick — called by RollbackSynchronizer for deterministic movement
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# ---------------------------------------------------------------------------
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# 6b. Route input to appropriate handler.
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if _prediction and _prediction.prediction_enabled:
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# Client prediction: input sending is handled by the prediction
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# controller's on_after_tick() call at the end of this function.
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pass
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elif _server != null and entity_id >= 0:
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# Listen server: send to local SimulationServer.
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_server.apply_input(entity_id, _input_dict)
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## Rollback-aware movement tick. Called by RollbackSynchronizer each network tick
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## when netfox is active. Uses CharacterBody3D physics (move_and_slide) for proper
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## acceleration, slopes, and collision response.
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func _rollback_tick(delta: float, tick: int, is_fresh: bool) -> void:
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# Find PlayerNetInput — it has the input state for this tick
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var input_node = _find_input_node()
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if input_node == null:
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return
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# Check for hit feedback from last tick
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if Engine.has_singleton("SimulationServer") or _server:
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var hit_result: Dictionary = _server.get_last_hit_result()
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if hit_result.get("hit", false) and _weapon:
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var hit_pos := Vector3.ZERO # approximate — we don't have exact world hit position from server yet
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_weapon.on_hit_confirmed(hit_pos, hit_result.get("damage", 0.0), hit_result.get("killed", false))
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var dir: Vector3 = input_node.get(&"move_direction")
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var yaw: float = input_node.get(&"look_yaw")
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var jump: bool = input_node.get(&"jump")
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var sprint: bool = input_node.get(&"sprint")
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var crouch: bool = input_node.get(&"crouch")
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_input_sequence += 1
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# Apply yaw rotation
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_yaw = yaw
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rotation.y = _yaw
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# 7. Update position.
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# Architecture:
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# - Client prediction: do local CharacterBody3D movement (instant feedback),
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# the prediction controller handles reconciliation when authoritative
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# server state arrives.
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# - Listen server: read authoritative position from SimulationServer entity.
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# - Standalone (no server): fallback CharacterBody3D movement.
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if _prediction and _prediction.prediction_enabled:
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# Client prediction path — local movement for instant feedback.
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_move_local(input_dir, delta, jump_pressed)
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elif _server != null and entity_id >= 0:
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# Listen server: read from SimulationServer entity.
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var entity = _server.get_entity(entity_id)
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if entity != null and entity.is_alive():
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# Server position is ground truth — apply it to the visual body
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# (only correct on listen-server; pure clients must use replication)
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global_position = entity.position
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# Determine speed
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var speed: float = local_walk_speed
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if sprint:
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speed = local_sprint_speed
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if crouch:
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speed = local_crouch_speed
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# Apply movement with acceleration for smooth feel
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if dir != Vector3.ZERO:
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var wish_dir := (transform.basis * dir).normalized()
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var target_vel := wish_dir * speed
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# Horizontal acceleration (smooth speed changes)
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var h_vel := Vector3(velocity.x, 0.0, velocity.z)
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h_vel = h_vel.move_toward(target_vel, local_acceleration * delta)
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velocity.x = h_vel.x
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velocity.z = h_vel.z
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else:
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# Standalone mode: do local CharacterBody3D physics
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_move_local(input_dir, delta, jump_pressed)
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# Decelerate when no input
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velocity.x = move_toward(velocity.x, 0.0, local_acceleration * delta)
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velocity.z = move_toward(velocity.z, 0.0, local_acceleration * delta)
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# PREDICTION HOOK: post-tick — send input to server via RPC.
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# Must be called AFTER local movement so the prediction controller
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# can send the input that produced this tick's movement.
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if _prediction and _prediction.prediction_enabled:
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_prediction.on_after_tick(_input_dict)
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# Gravity
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if not is_on_floor():
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velocity.y -= local_gravity * delta
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elif not jump:
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velocity.y = 0.0
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# Jump
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if jump and is_on_floor():
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velocity.y = local_jump_velocity
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move_and_slide()
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# Track crouch/sprint state for visual updates
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_crouch_active = crouch
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_sprint_active = sprint
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func _find_input_node():
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var parent := get_parent()
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if parent == null:
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return null
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for child in parent.get_children():
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if child.name == "PlayerNetInput":
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return child
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# Try own children
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for child in get_children():
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if child.name == "PlayerNetInput":
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return child
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return null
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# ---------------------------------------------------------------------------
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# Local movement (standalone / no-server fallback)
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# ---------------------------------------------------------------------------
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## Walk speed (standalone mode).
|
||||
@export var local_walk_speed: float = 5.0
|
||||
## Sprint speed (standalone mode).
|
||||
@export var local_sprint_speed: float = 8.0
|
||||
## Crouch speed (standalone mode).
|
||||
@export var local_crouch_speed: float = 2.5
|
||||
## Jump velocity (standalone mode).
|
||||
@export var local_jump_velocity: float = 4.5
|
||||
## Gravity (standalone mode).
|
||||
@export var local_gravity: float = 15.0
|
||||
## Acceleration (standalone mode).
|
||||
@export var local_acceleration: float = 12.0
|
||||
|
||||
func _move_local(input_dir: Vector3, delta: float, jump: bool) -> void:
|
||||
# Simple CharacterBody3D movement for standalone testing
|
||||
var target_speed: float = local_walk_speed
|
||||
if _sprint_active:
|
||||
target_speed = local_sprint_speed
|
||||
@@ -369,7 +394,7 @@ func _move_local(input_dir: Vector3, delta: float, jump: bool) -> void:
|
||||
|
||||
func _update_crouch(amount: float) -> void:
|
||||
## amount: 0.0 = standing, 1.0 = fully crouched
|
||||
# Eye height — camera position relative to body origin (character feet at origin)
|
||||
# Eye height — camera position relative to body origin
|
||||
if _camera:
|
||||
_camera.position.y = lerpf(eye_height_stand, eye_height_crouch, amount)
|
||||
|
||||
@@ -377,8 +402,7 @@ func _update_crouch(amount: float) -> void:
|
||||
if _capsule_shape:
|
||||
_capsule_shape.height = lerpf(_stand_capsule_height, _crouch_capsule_height, amount)
|
||||
|
||||
# Move the collision shape center so the capsule base stays on the ground:
|
||||
# shift = (crouch_total - stand_total) / 2, negative = moves down
|
||||
# Move the collision shape center so the capsule base stays on the ground
|
||||
if _collision_shape:
|
||||
_collision_shape.position.y = lerpf(0.0, (collision_height_crouch - collision_height_stand) * 0.5, amount)
|
||||
|
||||
@@ -397,7 +421,6 @@ func _get_move_direction() -> Vector3:
|
||||
dir.x -= 1.0
|
||||
if Input.is_action_pressed(&"move_right"):
|
||||
dir.x += 1.0
|
||||
# Normalize for analog stick deadzone
|
||||
if dir.length_squared() > 0.0:
|
||||
dir = dir.normalized()
|
||||
return dir
|
||||
@@ -414,42 +437,47 @@ func _capture_mouse(capture: bool) -> void:
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Public API
|
||||
# Public API — used by PlayerNetInput and external managers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Set the entity ID assigned by SimulationServer after spawning.
|
||||
func set_entity_id(id: int) -> void:
|
||||
entity_id = id
|
||||
## Mark this as the local player (enables mouse capture and input).
|
||||
func _set_local_player(enabled: bool) -> void:
|
||||
_is_local_player = enabled
|
||||
if enabled:
|
||||
_capture_mouse(true)
|
||||
# TickInterpolator should be disabled for the local player
|
||||
var ti := get_node_or_null("TickInterpolator")
|
||||
if ti != null and ti.has_method(&"set_enabled"):
|
||||
ti.set_enabled(false)
|
||||
elif ti != null:
|
||||
ti.enabled = false
|
||||
|
||||
|
||||
## Set the prediction controller for client-side prediction/reconciliation.
|
||||
## The prediction node must have on_before_tick() / on_after_tick() methods.
|
||||
## Typically a ClientPrediction instance added as a child or sibling.
|
||||
func set_prediction(prediction_node: Node) -> void:
|
||||
_prediction = prediction_node
|
||||
## Get current yaw (radians) — for PlayerNetInput sync.
|
||||
func get_current_yaw() -> float:
|
||||
return _yaw
|
||||
|
||||
## Get current pitch (radians) — for PlayerNetInput sync.
|
||||
func get_current_pitch() -> float:
|
||||
return _pitch
|
||||
|
||||
## Get current crouch amount (0.0 = standing, 1.0 = fully crouched).
|
||||
func get_crouch_amount() -> float:
|
||||
return _crouch_current
|
||||
|
||||
|
||||
## Is the player currently sprinting?
|
||||
func is_sprinting() -> bool:
|
||||
return _sprint_active
|
||||
|
||||
|
||||
## Is the player currently crouching?
|
||||
func is_crouching() -> bool:
|
||||
return _crouch_active
|
||||
|
||||
|
||||
## Force look direction (useful for spectator / spawn reset).
|
||||
func set_look(yaw_rad: float, pitch_rad: float) -> void:
|
||||
_yaw = yaw_rad
|
||||
_pitch = clamp(pitch_rad, deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
|
||||
|
||||
|
||||
## Reset to default standing state.
|
||||
func reset_pose() -> void:
|
||||
_sprint_active = false
|
||||
@@ -459,15 +487,3 @@ func reset_pose() -> void:
|
||||
_crouch_current = 0.0
|
||||
_crouch_target = 0.0
|
||||
_update_crouch(0.0)
|
||||
|
||||
|
||||
## Get the look direction as a normalized Vector3 in world space.
|
||||
## Uses the current yaw/pitch to compute a forward vector.
|
||||
func get_look_direction() -> Vector3:
|
||||
var yaw_rad: float = _yaw
|
||||
var pitch_rad: float = _pitch
|
||||
return Vector3(
|
||||
cos(pitch_rad) * sin(yaw_rad),
|
||||
-sin(pitch_rad),
|
||||
cos(pitch_rad) * cos(yaw_rad)
|
||||
).normalized()
|
||||
|
||||
Reference in New Issue
Block a user