Commit Graph

9 Commits

Author SHA1 Message Date
shawn e7299b17e9 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)
2026-07-02 17:39:22 -04:00
shawn 82216bfa64 fix: Windows client compile errors — get_world_3d on Node, array type mismatch, null plugin guard, maps format 2026-07-01 21:38:07 -04:00
shawn 194aad8f83 t_p2_bomb: Bomb/defuse objective system for search & destroy rounds
Adds:
- bomb_objective.gd: server-authoritative bomb state machine (IDLE→PLANTED→EXPLODED/DEFUSED)
  - plant_bomb(player_id, pos) - T-side only, LIVE phase, inside bombsite
  - defuse_bomb(player_id) - CT-side only, near bomb, 5s timer
  - cancel_defuse(player_id) - if defuser moves or is killed
  - bomb_explode() - configurable radius damage (10m lethal, 15m half)
  - 40s bomb timer (configurable)
  - Full query API: is_bomb_planted(), get_bomb_position(), get_bomb_timer()
  - Signals: bomb_planted, bomb_defused, bomb_exploded, defuse_started, defuse_cancelled
  - Connected to RoundManager via GameServer for round-end outcomes

- bomb_carrier.gd: client-side bomb carrier UI
  - Bomb status/defuse progress UI updates
  - Direction indicator to planted bomb
  - "Hold E to defuse" prompt for CT near bomb
  - "Hold E to plant" prompt for T with bomb in bombsite

- test_range.tscn: BombsiteA (south-west, -20,0,-5) and BombsiteB (north-east, 15,0,20)
  - 8x4m Area3D zones with BoxShape3D collision
  - PlantPosition Marker3D children
  - Group 'bomb_sites' for server discovery

- game_server.gd: BombObjective integration in _ready()
  - Creates and wires BombObjective to RoundManager, TeamManager, DamageProcessor
  - Registers bomb sites from scene tree
  - Connects bomb_exploded/bomb_defused → RoundManager.end_round()
  - Connects round_ended → bomb.reset()
2026-07-01 20:39:17 -04:00
shawn 6a08487c4c t_p2_buy: add buy menu and economy system
Creates the full buy/economy subsystem for a tactical FPS:

- EconomyManager (server/scripts/economy/economy_manager.gd): per-player
  money tracking with starting 00, kill/round/objective rewards, spending
  validation, escalating loss bonuses, and money_changed signal.

- BuyMenuHandler (server/scripts/economy/buy_menu_handler.gd): server-side
  RPC validation of purchase requests — checks weapon validity, buy-zone
  membership (scans BuyZone nodes in scene tree), affordability, then
  deducts money and grants weapon via WeaponServer.give_weapon().

- BuyMenu (client/characters/weapon/buy_menu.gd): client-side Control UI
  with styled panel, money display, weapon grid (name/cost/stats), numeric
  key (1-4) and mouse-click purchase, server-driven affordability, and
  auto-close after purchase.

- GameServer integration: creates EconomyManager + BuyMenuHandler in
  _ready(), registers players for economy on spawn, awards kill rewards
  via DamageProcessor.player_killed signal, and unregisters on despawn.

Economy rules: win=+,250, loss=,900 (+00/streak, cap ,900),
kill=+00, bomb_plant/defuse=+00. Weapon costs: pistol=00,
smg=,200, rifle=,700, shotgun=,900.
2026-07-01 20:31:25 -04:00
shawn f6d69545c9 feat: implement client-side prediction and reconciliation system
Add client-side prediction (t_p1_pred) with:

- scripts/network/snapshot.gd — lightweight snapshot resource with
  to_dict/from_dict serialization for RPC. Stores position (Vector3),
  rotation (Quaternion), velocity (Vector3), grounded (bool).

- scripts/network/client_prediction.gd — prediction/reconciliation
  controller. 64-entry ring buffer of local snapshots, sends inputs to
  server each physics tick (128Hz, ENet channel 0), detects misprediction
  on server state arrival, rewinds and re-applies unconfirmed inputs.
  Also supports remote player interpolation.

- scripts/network/network_manager.gd — new RPC endpoints for client
  prediction: send_client_input (client->server, ch 0) and
  send_server_state (server->client, ch 1). New signals for routing.

- client/characters/character/fps_character_controller.gd — prediction
  hooks in _physics_process: on_before_tick() captures pre-input
  snapshot, on_after_tick() sends input to server. Client prediction
  path uses local movement (instant feedback) instead of reading from
  SimulationServer entity.

Architecture:
  Each tick: client applies input → predicts new state locally
  → sends input to server → server returns authoritative state
  → client compares and reconciles if mismatch.
2026-07-01 20:21:16 -04:00
shawn 2452aba0d7 feat: implement weapon set system (t_p2_weapons)
- WeaponData resource class with configurable weapon properties and
  pre-configured constants for rifle, pistol, shotgun, and SMG
- WeaponDefinitions singleton/static registry with WEAPONS dictionary
- WeaponServer node for server-authoritative weapon logic including
  fire rate cooldowns, ammo tracking, reload state machine, and
  multi-pellet hit-scan raycasting
- Extended WeaponManager with weapon inventory array, weapon switching,
  per-weapon state persistence, fire_animation_triggered signal
2026-07-01 20:16:22 -04:00
shawn 9ea98aa7b8 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
2026-07-01 19:47:12 -04:00
shawn 589b90d886 fix: FPS character controller review fixes
- Camera: Make view bob additive to crouch eye height (was overwriting position.y)
- Camera: Sustain sprint FOV kick while sprinting (was recovering immediately)
- Camera: Remove unused _was_sprinting variable
- Controller: Use just_pressed for jump (was sending every frame while held)
- Controller: Direct input dict assignment instead of merge() to avoid alloc
- Controller: Add clearer comments on server-authoritative readback mode
2026-07-01 18:35:16 -04:00
shawn e9dc05983c Save workspace artifacts: character-controller, gdextension scaffold, network scripts, map-pipeline, server config
Includes code from task workspaces that was never pushed:
- client/characters/ — fps_character_controller.gd (400 lines), fps_camera.gd, input_handler.gd
- gdextension/simulation/ — C++ GDExtension scaffold: entity, movement, hit detection, simulation server, state serializer, bitstream (14 files)
- scripts/network/ — ENet-based network_manager.gd, server/client_main.gd, player.gd
- scripts/map_packaging/ — PCK pipeline: pack_map.gd, map_downloader.gd, map_registry_server.py, README
- scripts/config/ — server_config.gd (480 lines)
- scenes/ — client_main, server_main, player, test_range
- project.godot, export_presets.cfg
2026-07-01 18:30:44 -04:00