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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@tool
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extends CharacterBody3D
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@export var speed: float = 2.0
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@export var sensor_radius: float = 4.0
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@export var min_radius: float = 1.5
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@onready var label := $Label3D as Label3D
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@onready var rbs := $RollbackSynchronizer as RollbackSynchronizer
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting(&"physics/3d/default_gravity")
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func _get_rollback_state_properties() -> Array:
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return [
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"position",
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"velocity"
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]
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func _get_interpolated_properties() -> Array:
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return [
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"position"
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]
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func _rollback_tick(dt, _tick, _is_fresh: bool):
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label.text = "pre" if rbs.is_predicting() else "sim"
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# Add gravity
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_force_update_is_on_floor()
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if not is_on_floor():
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velocity.y -= gravity * dt
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var target_motion := Vector3.ZERO
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var nearby_player := _find_nearby_player()
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if nearby_player:
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target_motion = nearby_player.global_position - global_position
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target_motion.y = 0.
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target_motion = target_motion.normalized() * speed
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velocity.x = move_toward(velocity.x, target_motion.x, speed / 0.35 * dt)
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velocity.z = move_toward(velocity.z, target_motion.z, speed / 0.35 * dt)
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# move_and_slide assumes physics delta
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# multiplying velocity by NetworkTime.physics_factor compensates for it
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velocity *= NetworkTime.physics_factor
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move_and_slide()
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velocity /= NetworkTime.physics_factor
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func _find_nearby_player() -> Node3D:
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var players := get_tree().get_nodes_in_group(&"Players")
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if players.is_empty():
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return null
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var sensor_radius_squared := pow(sensor_radius, 2.0)
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var min_radius_squared := pow(min_radius, 2.0)
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var closest_player: Node3D = null
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var closest_distance := INF
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for player in players:
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var distance := global_position.distance_squared_to(player.global_position)
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if distance >= sensor_radius_squared or distance <= min_radius_squared:
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continue
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if distance < closest_distance:
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closest_distance = distance
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closest_player = player
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return closest_player
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func _force_update_is_on_floor():
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var old_velocity = velocity
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velocity = Vector3.ZERO
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move_and_slide()
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velocity = old_velocity
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