Fresh start: replace with naxIO/netfox-cs-sample foundation
Complete replacement of the tactical-shooter project with the netfox-cs-sample (MIT) — a CS 1.6 inspired multiplayer FPS built with Godot 4 and netfox. ## What's new - Full CS-style gameplay: teams (T/CT), rounds, economy, buy menu - 6 weapons: Knife, Glock, USP, AK-47, M4A1, AWP - Bomb plant/defuse with 2 bombsites - Flashbang & smoke grenades - Proper netfox rollback netcode at 64 tick - Network popup UI for host/join - HUD, crosshair, round timer, scoreboard - All netfox singletons registered as autoloads (works in exported builds) ## Architecture - Listen-server (host from client, no dedicated server binary) - Multiplayer-fps game lives at examples/multiplayer-fps/ - Netfox addons registered as autoloads for exported build compat - Godot 4.7 with Forward+ renderer ## Removed - Old headless-server architecture (client_main, server_main, player.gd, etc.) - Custom netfox bootstrap with ENet fallback - Old ChaffGames FPS template (2,420 lines, 844 KB) - SimulationServer GDExtension stub - Godot-jolt physics (netfox sample uses default Godot physics) - Duplicate weapon_data.gd, anti_cheat.gd, round_manager.gd, etc. - Server browser API Python venv (87 MB) - test_range map and modular assets ## Preserved - Git history - Server config at config/default_server_config.cfg - Windows export preset - Build directory (gitignored) Co-authored-by: naxIO <naxIO@users.noreply.github.com>
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extends RefCounted
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class_name _PropertyPool
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# Stores a set of properties, with each property belonging to a subject
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var _properties_by_subject := {} # object to property array
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static func of(entries: Array[Array]) -> _PropertyPool:
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var pool := _PropertyPool.new()
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for entry in entries:
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var subject := entry[0] as Object
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var property := entry[1] as NodePath
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pool.add(subject, property)
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return pool
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func add(subject: Object, property: NodePath) -> void:
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if has(subject, property):
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return
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if not _properties_by_subject.has(subject):
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_properties_by_subject[subject] = [property]
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else:
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_properties_by_subject[subject].append(property)
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func has(subject: Object, property: NodePath) -> bool:
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return (_properties_by_subject.get(subject, []) as Array).has(property)
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func erase(subject: Object, property: NodePath) -> void:
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if not _properties_by_subject.has(subject):
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return
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var props := _properties_by_subject[subject] as Array
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props.erase(property)
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if props.is_empty():
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_properties_by_subject.erase(subject)
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func erase_subject(subject: Object) -> void:
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_properties_by_subject.erase(subject)
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func clear() -> void:
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_properties_by_subject.clear()
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func get_properties_of(subject: Object) -> Array[NodePath]:
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var properties := [] as Array[NodePath]
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properties.assign(_properties_by_subject.get(subject, []))
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return properties
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func get_subjects() -> Array[Object]:
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var subjects := [] as Array[Object]
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subjects.assign(_properties_by_subject.keys())
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return subjects
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func is_empty() -> bool:
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return _properties_by_subject.is_empty()
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func set_from_paths(root: Node, paths: Array[String]) -> void:
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clear()
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for path in paths:
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var prop := PropertyEntry.parse(root, path)
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add(prop.node, prop.property)
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