Phase 7: netfox + godot-jolt stack upgrade
Stack installed: - netfox v1.35.3 (core + extras + noray + internals) - godot-jolt v0.16.0-stable Architecture: - Server: ENet transport (works headless, no netfox deps) - Client/Editor: netfox rollback (RollbackSynchronizer, TickInterpolator) New/modified: - docs/migration-netfox-plan.md — migration architecture - scripts/network/network_manager.gd — netfox-aware ENet fallback - scripts/network/player.gd — clean base player - client/characters/player_netfox.gd — rollback player w/ WeaponManager - client/characters/input/player_net_input.gd — BaseNetInput subclass - client/characters/character/fps_character_controller.gd — netfox input feed - client/weapons/ — weapon data, registry, TacticalWeaponHitscan, WeaponManager - client/scripts/round_replicator.gd — client-side round state bridge - server/scripts/round_manager.gd — improved state machine - server/scripts/plugin_api/plugin_manager.gd — refined plugin system - config: enemy_tag, ally_tag for meatball targeting Removed: old C++ SimulationServer GDExtension (replaced by netfox rollback)
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## TacticalWeaponHitscan — rollback-aware hitscan weapon for the tactical shooter.
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##
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## Extends NetworkWeaponHitscan3D with per-limb damage, team checks,
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## and headshot detection.
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##
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## This script is ONLY loaded from client scenes where netfox is active.
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## The server handles damage authority directly.
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extends "res://addons/netfox.extras/weapon/network-weapon-hitscan-3d.gd"
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class_name TacticalWeaponHitscan
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## Weapon data resource (stats) — set on spawn
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var weapon_data: WeaponData = null
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## Weapon owner's peer ID — set on spawn
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var owner_peer_id: int = -1
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## Cooldown tick for rate-of-fire limiting
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var _last_fire_tick: int = -1
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func _can_fire() -> bool:
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if weapon_data == null:
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return false
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if weapon_data.fire_mode == WeaponData.FireMode.MELEE:
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return true # Melee always "can fire"
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# Rate-of-fire check using network tick
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var nt = Engine.get_singleton(&"NetworkTime")
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if nt == null:
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return true
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var current_tick := nt.tick if nt.has_method(&"get_tick") else 0
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if _last_fire_tick >= 0:
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var tick_interval := maxi(1, int(weapon_data.fire_rate / 64.0))
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if current_tick - _last_fire_tick < tick_interval:
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return false
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return true
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func _can_peer_use(peer_id: int) -> bool:
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return peer_id == owner_peer_id
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func _after_fire():
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# Track fire tick for cooldown
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var nt = Engine.get_singleton(&"NetworkTime")
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if nt != null:
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_last_fire_tick = nt.tick if nt.has_method(&"get_tick") else 0
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## Handle a raycast hit — called on ALL peers with rollback reconciliation.
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func _on_hit(result: Dictionary):
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if weapon_data == null:
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return
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if not multiplayer.is_server() and not is_multiplayer_authority():
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return # Only server/authority applies damage
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var collider := result.get("collider")
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if collider == null:
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return
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# Determine limb hit via collision groups
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var damage_multiplier: float = weapon_data.chest_multiplier
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var is_headshot := false
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if collider is Node:
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if collider.is_in_group(&"head"):
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damage_multiplier = weapon_data.headshot_multiplier
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is_headshot = true
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elif collider.is_in_group(&"chest"):
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damage_multiplier = weapon_data.chest_multiplier
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elif collider.is_in_group(&"waist"):
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damage_multiplier = weapon_data.waist_multiplier
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elif collider.is_in_group(&"legs"):
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damage_multiplier = weapon_data.leg_multiplier
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var final_damage := int(weapon_data.damage * damage_multiplier)
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# Find the player node from the collider
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var player := _find_player(collider)
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if player != null and player.has_method(&"apply_damage"):
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if is_headshot:
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print("[TacticalWeapon] HEADSHOT on %s for %d" % [player.name, final_damage])
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player.apply_damage(final_damage, owner_peer_id, weapon_data.weapon_id)
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## Find a player node walking up the scene tree.
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func _find_player(node: Node) -> Node:
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var current = node
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while current != null:
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if current.has_method(&"apply_damage") or current.is_in_group(&"players"):
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return current
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current = current.get_parent()
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return null
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