## FPSCharacterController — first-person character for a networked tactical shooter. ## ## Bridges Godot Input → SimulationServer (GDExtension C++ core). ## Handles mouse look, WASD movement, sprint toggle, hold-to-crouch, jump. ## ## Usage (scene tree): ## FPSCharacterController (CharacterBody3D) ## ├── FpsCamera (Camera3D) — script: fps_camera.gd ## ├── CollisionShape3D (capsule) ## └── (optional weapons/arms child) ## ## Connects to SimulationServer via `apply_input()` each frame. ## Reads server snapshot data and updates the node transform. ## ## Walk Toggle: Tap Shift to toggle sprint on/off. ## Crouch: Hold Ctrl to crouch. Smooth lerp transition. ## Jump: Press Space. ## Mouse Look: Capture mouse on click, yaw rotates body, pitch rotates camera. class_name FPSCharacterController extends CharacterBody3D # --------------------------------------------------------------------------- # Exports — tune per weapon / game feel # --------------------------------------------------------------------------- ## Mouse look sensitivity. At default 0.005, 100 px mouse motion = 0.5° rotation. @export_range(0.001, 0.1, 0.0005) var mouse_sensitivity: float = 0.005 ## Mouse vertical sensitivity multiplier (1.0 = same as horizontal). @export_range(0.1, 2.0, 0.05) var mouse_vertical_ratio: float = 0.8 ## Invert vertical look. @export var invert_y: bool = false ## Maximum pitch angle (degrees) — prevents looking upside down. @export_range(1, 89) var max_pitch: float = 89.0 ## Entity ID assigned by SimulationServer. Set via spawn_entity() response. @export var entity_id: int = -1 ## If true, pressing Sprint toggles between walk/sprint. If false, hold to sprint. @export var walk_toggle: bool = true ## If true, crouch toggles on press. If false, hold Ctrl to crouch. @export var crouch_toggle: bool = false ## Time in seconds for crouch height transition (lerp). @export var crouch_transition_time: float = 0.15 ## Eye height when standing (Godot units, from feet). @export var eye_height_stand: float = 1.7 ## Eye height when crouching. @export var eye_height_crouch: float = 0.9 ## Collision shape height when standing. @export var collision_height_stand: float = 1.8 ## Collision shape height when crouching. @export var collision_height_crouch: float = 1.0 # --------------------------------------------------------------------------- # Internal state # --------------------------------------------------------------------------- ## Reference to SimulationServer singleton (set in _ready). var _server: Object = null ## Current look rotation. var _yaw: float = 0.0 var _pitch: float = 0.0 ## Crouch lerp target (0.0 = standing, 1.0 = full crouch). var _crouch_target: float = 0.0 var _crouch_current: float = 0.0 ## Walk-toggle state. If walk_toggle is true, toggles each time sprint input activates. var _sprint_active: bool = false var _sprint_pressed_last: bool = false ## Crouch toggle state. var _crouch_active: bool = false var _crouch_pressed_last: bool = false ## Input sequence counter — increment each frame for server reconciliation. var _input_sequence: int = 0 ## Cached input dictionary (avoids alloc per frame). var _input_dict: Dictionary = {} ## Prediction controller reference (set by ClientPrediction system). ## When non-null and prediction_enabled, the controller uses client-side ## prediction with local movement for instant feedback instead of ## reading position from the SimulationServer entity directly. var _prediction: Node = null ## Mouse capture state. var _mouse_captured: bool = false var _mouse_clicked_this_frame: bool = false ## Weapon manager reference. var _weapon: WeaponManager = null # --------------------------------------------------------------------------- # Node references (set in _ready) # --------------------------------------------------------------------------- var _camera: Node3D = null var _collision_shape: CollisionShape3D = null var _capsule_shape: CapsuleShape3D = null # Cached standing/crouching shape parameters. var _stand_capsule_height: float = 0.0 var _crouch_capsule_height: float = 0.0 var _capsule_radius: float = 0.0 # --------------------------------------------------------------------------- # Lifecycle # --------------------------------------------------------------------------- func _ready() -> void: # Find SimulationServer if Engine.has_singleton("SimulationServer"): _server = Engine.get_singleton("SimulationServer") else: push_warning("FPSCharacterController: SimulationServer singleton not found. " + "Running in standalone (local physics) mode.") # Locate camera _camera = get_node_or_null("%FpsCamera") if _camera == null: # Try to find any Camera3D child for child in get_children(): if child is Camera3D: _camera = child break if _camera == null: push_error("FPSCharacterController: No Camera3D child found. Mouse look disabled.") # Locate collision shape for child in get_children(): if child is CollisionShape3D: _collision_shape = child if child.shape is CapsuleShape3D: _capsule_shape = child.shape _capsule_radius = _capsule_shape.radius _stand_capsule_height = collision_height_stand - 2.0 * _capsule_radius _crouch_capsule_height = collision_height_crouch - 2.0 * _capsule_radius _capsule_shape.height = _stand_capsule_height break # Start with mouse captured _capture_mouse(true) # Initialize yaw/pitch from current transform _yaw = rotation.y if _camera: _pitch = _camera.rotation.x # Initialize crouch animation state _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 if event is InputEventMouseMotion and _mouse_captured: var rel: Vector2 = event.relative # Yaw (body rotation) _yaw -= rel.x * mouse_sensitivity # Pitch (camera rotation) — negative = look down, positive = look up var invert: float = -1.0 if invert_y else 1.0 _pitch += rel.y * mouse_sensitivity * mouse_vertical_ratio * invert _pitch = clamp(_pitch, deg_to_rad(-max_pitch), deg_to_rad(max_pitch)) # Mouse capture toggle if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed: if not _mouse_captured: _capture_mouse(true) else: # LMB fires weapon — handled in _physics_process via shoot_pressed _mouse_clicked_this_frame = true func _unhandled_input(event: InputEvent) -> void: # Escape to release mouse if event.is_action_pressed("ui_cancel"): _capture_mouse(false) # --------------------------------------------------------------------------- # Main loop # --------------------------------------------------------------------------- func _physics_process(delta: float) -> void: # PREDICTION HOOK: capture pre-input state snapshot. # Must be called BEFORE any input processing or movement so the # snapshot represents the state at the start of this tick. if _prediction and _prediction.prediction_enabled: _prediction.on_before_tick() # 1. Capture input state var input_dir := _get_move_direction() var jump_pressed := Input.is_action_just_pressed(&"jump") var sprint_pressed := Input.is_action_pressed(&"sprint") var crouch_pressed := Input.is_action_pressed(&"crouch") var shoot_pressed := _mouse_clicked_this_frame or Input.is_action_pressed(&"shoot") var aim_pressed := Input.is_action_pressed(&"aim") _mouse_clicked_this_frame = false # 2. Walk toggle logic if walk_toggle: if sprint_pressed and not _sprint_pressed_last: _sprint_active = not _sprint_active _sprint_pressed_last = sprint_pressed else: _sprint_active = sprint_pressed # 3. Crouch toggle logic if crouch_toggle: if crouch_pressed and not _crouch_pressed_last: _crouch_active = not _crouch_active _crouch_pressed_last = crouch_pressed else: _crouch_active = crouch_pressed # 4. Crouch height transition var target_crouch: float = 1.0 if _crouch_active else 0.0 _crouch_target = target_crouch var crouch_speed: float = 1.0 / max(crouch_transition_time, 0.001) if _crouch_current < _crouch_target: _crouch_current = min(_crouch_current + crouch_speed * delta, _crouch_target) elif _crouch_current > _crouch_target: _crouch_current = max(_crouch_current - crouch_speed * delta, _crouch_target) _update_crouch(_crouch_current) # 5. Apply rotation rotation.y = _yaw 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. Build input dictionary (all modes — mutate cached dict to avoid alloc) _input_dict["move_direction"] = input_dir _input_dict["look_yaw"] = rad_to_deg(_yaw) _input_dict["look_pitch"] = rad_to_deg(_pitch) _input_dict["jump"] = jump_pressed _input_dict["crouch"] = _crouch_active _input_dict["sprint"] = _sprint_active _input_dict["shoot"] = should_fire _input_dict["aim"] = aim_pressed _input_dict["input_sequence"] = _input_sequence # 6b. Route input to appropriate handler. if _prediction and _prediction.prediction_enabled: # Client prediction: input sending is handled by the prediction # controller's on_after_tick() call at the end of this function. pass elif _server != null and entity_id >= 0: # Listen server: send to local SimulationServer. _server.apply_input(entity_id, _input_dict) # 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 # 7. Update position. # Architecture: # - Client prediction: do local CharacterBody3D movement (instant feedback), # the prediction controller handles reconciliation when authoritative # server state arrives. # - Listen server: read authoritative position from SimulationServer entity. # - Standalone (no server): fallback CharacterBody3D movement. if _prediction and _prediction.prediction_enabled: # Client prediction path — local movement for instant feedback. _move_local(input_dir, delta, jump_pressed) elif _server != null and entity_id >= 0: # Listen server: read from SimulationServer entity. var entity = _server.get_entity(entity_id) if entity != null and entity.is_alive(): # Server position is ground truth — apply it to the visual body # (only correct on listen-server; pure clients must use replication) global_position = entity.position else: # Standalone mode: do local CharacterBody3D physics _move_local(input_dir, delta, jump_pressed) # PREDICTION HOOK: post-tick — send input to server via RPC. # Must be called AFTER local movement so the prediction controller # can send the input that produced this tick's movement. if _prediction and _prediction.prediction_enabled: _prediction.on_after_tick(_input_dict) # --------------------------------------------------------------------------- # Local movement (standalone / no-server fallback) # --------------------------------------------------------------------------- ## Walk speed (standalone mode). @export var local_walk_speed: float = 5.0 ## Sprint speed (standalone mode). @export var local_sprint_speed: float = 8.0 ## Crouch speed (standalone mode). @export var local_crouch_speed: float = 2.5 ## Jump velocity (standalone mode). @export var local_jump_velocity: float = 4.5 ## Gravity (standalone mode). @export var local_gravity: float = 15.0 ## Acceleration (standalone mode). @export var local_acceleration: float = 12.0 func _move_local(input_dir: Vector3, delta: float, jump: bool) -> void: # Simple CharacterBody3D movement for standalone testing var target_speed: float = local_walk_speed if _sprint_active: target_speed = local_sprint_speed if _crouch_active: target_speed = local_crouch_speed var wish_dir := (transform.basis * input_dir).normalized() var target_vel := wish_dir * target_speed # Horizontal acceleration var h_vel := Vector3(velocity.x, 0.0, velocity.z) h_vel = h_vel.move_toward(target_vel, local_acceleration * delta) velocity.x = h_vel.x velocity.z = h_vel.z # Gravity if not is_on_floor(): velocity.y -= local_gravity * delta # Jump if jump and is_on_floor(): velocity.y = local_jump_velocity move_and_slide() # --------------------------------------------------------------------------- # Crouch height management # --------------------------------------------------------------------------- func _update_crouch(amount: float) -> void: ## amount: 0.0 = standing, 1.0 = fully crouched # Eye height — camera position relative to body origin (character feet at origin) if _camera: _camera.position.y = lerpf(eye_height_stand, eye_height_crouch, amount) # Collision shape — capsule height (cylindrical section) if _capsule_shape: _capsule_shape.height = lerpf(_stand_capsule_height, _crouch_capsule_height, amount) # Move the collision shape center so the capsule base stays on the ground: # shift = (crouch_total - stand_total) / 2, negative = moves down if _collision_shape: _collision_shape.position.y = lerpf(0.0, (collision_height_crouch - collision_height_stand) * 0.5, amount) # --------------------------------------------------------------------------- # Input helpers # --------------------------------------------------------------------------- func _get_move_direction() -> Vector3: var dir := Vector3.ZERO if Input.is_action_pressed(&"move_forward") or Input.is_action_pressed(&"move_up"): dir.z -= 1.0 if Input.is_action_pressed(&"move_backward") or Input.is_action_pressed(&"move_down"): dir.z += 1.0 if Input.is_action_pressed(&"move_left"): dir.x -= 1.0 if Input.is_action_pressed(&"move_right"): dir.x += 1.0 # Normalize for analog stick deadzone if dir.length_squared() > 0.0: dir = dir.normalized() return dir func _capture_mouse(capture: bool) -> void: if capture == _mouse_captured: return _mouse_captured = capture if capture: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) else: Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) # --------------------------------------------------------------------------- # Public API # --------------------------------------------------------------------------- ## Set the entity ID assigned by SimulationServer after spawning. func set_entity_id(id: int) -> void: entity_id = id ## Set the prediction controller for client-side prediction/reconciliation. ## The prediction node must have on_before_tick() / on_after_tick() methods. ## Typically a ClientPrediction instance added as a child or sibling. func set_prediction(prediction_node: Node) -> void: _prediction = prediction_node ## Get current crouch amount (0.0 = standing, 1.0 = fully crouched). func get_crouch_amount() -> float: return _crouch_current ## Is the player currently sprinting? func is_sprinting() -> bool: return _sprint_active ## Is the player currently crouching? func is_crouching() -> bool: return _crouch_active ## Force look direction (useful for spectator / spawn reset). func set_look(yaw_rad: float, pitch_rad: float) -> void: _yaw = yaw_rad _pitch = clamp(pitch_rad, deg_to_rad(-max_pitch), deg_to_rad(max_pitch)) ## Reset to default standing state. func reset_pose() -> void: _sprint_active = false _crouch_active = false _sprint_pressed_last = false _crouch_pressed_last = false _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()