Phase 7: Windows client export, preset fix, code fixes

- Fix: export_presets.cfg — platform='Windows Desktop' (not 'Windows'), Windows as [preset.0]
- Fix: plugin_manager.gd — removed class_name (autoload conflict), fixed multiline % formatting
- Fix: Disabled GDExtension temporarily for clean export
- Add: Windows PE32+ x86_64 client binary (109MB) at build/tactical-shooter-windows-x86_64/
- Add: tactical-shooter-windows.zip (portable zip package)
- Build: Linux server binary (78MB) rebuilt
This commit is contained in:
2026-07-01 19:46:52 -04:00
parent e385eae0f5
commit 9ea98aa7b8
36 changed files with 1094 additions and 64 deletions
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@@ -92,6 +92,9 @@ var _input_dict: Dictionary = {}
var _mouse_captured: bool = false
var _mouse_clicked_this_frame: bool = false
## Weapon manager reference.
var _weapon: WeaponManager = null
# ---------------------------------------------------------------------------
# Node references (set in _ready)
# ---------------------------------------------------------------------------
@@ -152,6 +155,12 @@ func _ready() -> void:
_crouch_current = 0.0
_update_crouch(0.0)
# Find weapon manager child
for child in get_children():
if child is WeaponManager:
_weapon = child
break
func _input(event: InputEvent) -> void:
# Mouse look
@@ -227,6 +236,19 @@ func _physics_process(delta: float) -> void:
if _camera:
_camera.rotation.x = _pitch
# 5b. Weapon fire with rate limiting via WeaponManager
var should_fire: bool = false
var time_since_engine_start: float = Engine.get_process_ticks() * get_physics_process_delta_time()
if _weapon:
should_fire = _weapon.try_fire(time_since_engine_start)
elif shoot_pressed:
# No weapon manager — fire every tick (unlimited)
should_fire = true
if _server != null:
if should_fire:
_server.fire_weapon(entity_id)
# 6. Send input to simulation server
if _server != null and entity_id >= 0:
# Build input for SimulationServer (mutate cached dict to avoid alloc)
@@ -236,14 +258,18 @@ func _physics_process(delta: float) -> void:
_input_dict["jump"] = jump_pressed
_input_dict["crouch"] = _crouch_active
_input_dict["sprint"] = _sprint_active
_input_dict["shoot"] = shoot_pressed
_input_dict["shoot"] = should_fire
_input_dict["aim"] = aim_pressed
_input_dict["input_sequence"] = _input_sequence
_server.apply_input(entity_id, _input_dict)
if shoot_pressed:
_server.fire_weapon(entity_id)
# Check for hit feedback from last tick
if Engine.has_singleton("SimulationServer") or _server:
var hit_result: Dictionary = _server.get_last_hit_result()
if hit_result.get("hit", false) and _weapon:
var hit_pos := Vector3.ZERO # approximate — we don't have exact world hit position from server yet
_weapon.on_hit_confirmed(hit_pos, hit_result.get("damage", 0.0), hit_result.get("killed", false))
_input_sequence += 1
@@ -399,3 +425,15 @@ 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()
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## WeaponManager — hitscan weapon system for tactical FPS.
##
## Manages a single hitscan weapon: fire rate limiting, ammo, reload.
## Communicates with SimulationServer for server-authoritative hit detection.
##
## Architecture:
## - Client-side: fire rate limiting, muzzle VFX, hit marker feedback
## - Server-side (via SimulationServer): hit detection, damage, lag compensation
## - Both sides: ammo tracking (server-authoritative, client-predicted)
##
## Usage (attach as child of FPSCharacterController):
##
## FPSCharacterController
## ├── WeaponManager — fire rate, ammo, VFX
## │ ├── MuzzleFlash — instantiated VFX
## │ └── HitMarker — instantiated VFX
## └── FpsCamera
##
class_name WeaponManager
extends Node
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
## Emitted when the weapon fires (for visual feedback).
signal weapon_fired(origin: Vector3, direction: Vector3)
## Emitted when this weapon hits an entity.
signal hit_marked(hit_pos: Vector3, damage: float, killed: bool)
## Emitted when ammo changes.
signal ammo_changed(current: int, max: int)
## Emitted when player is killed.
signal player_killed()
# ---------------------------------------------------------------------------
# Exports — Assault Rifle Config
# ---------------------------------------------------------------------------
## Maximum ammo capacity.
@export var max_ammo: int = 30
## Starting ammo (including one magazine).
@export var start_ammo: int = 90
## Time between shots (seconds). 10 Hz = 0.1s between shots.
@export var fire_rate: float = 0.1
## Reload time in seconds.
@export var reload_time: float = 2.0
## Spread increases while firing (degrees).
@export var spread_per_shot: float = 0.5
## Max spread when firing continuously (degrees).
@export var max_spread: float = 4.0
## Spread recovery per second (degrees/s).
@export var spread_recovery: float = 8.0
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var current_ammo: int = 30
var reserve_ammo: int = 90
var is_reloading: bool = false
var _last_shot_time: float = 0.0
var _current_spread: float = 0.0
## Reference to the parent FPSCharacterController (set in _ready).
var _controller: FPSCharacterController = null
## Reference to SimulationServer (if available).
var _server: Object = null
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
_controller = get_parent() as FPSCharacterController
if _controller == null:
push_warning("WeaponManager: Parent is not FPSCharacterController. Disabled.")
set_process(false)
return
# Find SimulationServer singleton
if Engine.has_singleton("SimulationServer"):
_server = Engine.get_singleton("SimulationServer")
elif Engine.get_main_loop() and Engine.get_main_loop().root:
# Try finding it in the scene tree
var game_server = Engine.get_main_loop().root.find_child("GameServer", true, false)
if game_server and game_server.has_method(&"get_simulation_server"):
_server = game_server.get_simulation_server()
# Initialize ammo
current_ammo = max_ammo
reserve_ammo = start_ammo
# Signal that ammo changed
ammo_changed.emit(current_ammo, max_ammo)
# ---------------------------------------------------------------------------
# Main loop — called from FPSCharacterController._physics_process per tick
# ---------------------------------------------------------------------------
## Try to fire the weapon. Returns true if a shot was fired.
## Called by the controller when shoot input is detected.
func try_fire(time: float) -> bool:
# Check fire rate
if time - _last_shot_time < fire_rate:
return false
# Check ammo
if current_ammo <= 0:
# Auto-reload on empty — or play empty-click sound
if not is_reloading:
start_reload()
return false
# Check reloading
if is_reloading:
return false
# Deduct ammo
current_ammo -= 1
_last_shot_time = time
# Increase spread
_current_spread = min(_current_spread + spread_per_shot, max_spread)
# Emit fire signal (for visual/hit marker)
# Direction comes from the controller's look direction
if _controller:
var origin: Vector3 = _controller.global_position
origin.y += _controller.eye_height_stand
var direction: Vector3 = _controller.get_look_direction()
weapon_fired.emit(origin, direction)
ammo_changed.emit(current_ammo, max_ammo)
return true
## Called every frame to recover spread and handle spread animation.
func _process(delta: float) -> void:
# Recover spread
if _current_spread > 0.0:
_current_spread = max(0.0, _current_spread - spread_recovery * delta)
## Start reloading.
func start_reload() -> void:
if is_reloading or current_ammo >= max_ammo or reserve_ammo <= 0:
return
is_reloading = true
await get_tree().create_timer(reload_time).timeout
# Reload logic
var needed: int = max_ammo - current_ammo
var from_reserve: int = min(needed, reserve_ammo)
current_ammo += from_reserve
reserve_ammo -= from_reserve
is_reloading = false
ammo_changed.emit(current_ammo, max_ammo)
## Called when a hit is confirmed by the server.
func on_hit_confirmed(hit_pos: Vector3, damage: float, killed: bool) -> void:
hit_marked.emit(hit_pos, damage, killed)
if killed:
player_killed.emit()
## Get current spread (degrees).
func get_current_spread() -> float:
return _current_spread
## Get the current weapon fire direction including spread cone.
func get_spread_direction(base_direction: Vector3) -> Vector3:
if _current_spread <= 0.001:
return base_direction
var spread_rad: float = deg_to_rad(_current_spread)
var theta: float = randf() * TAU
var phi: float = randf() * spread_rad
# Create a random perpendicular vector
var up := Vector3.UP
if abs(base_direction.dot(up)) > 0.99:
up = Vector3.RIGHT
var right := base_direction.cross(up).normalized()
up = right.cross(base_direction).normalized()
var offset := right * sin(theta) * sin(phi) + up * cos(theta) * sin(phi)
return (base_direction + offset).normalized()
## Reset weapon state (for respawn).
func reset() -> void:
current_ammo = max_ammo
reserve_ammo = start_ammo
is_reloading = false
_current_spread = 0.0
_last_shot_time = 0.0
ammo_changed.emit(current_ammo, max_ammo)
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