Files
shawn b0c83af092 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>
2026-07-02 20:55:20 -04:00

66 lines
1.7 KiB
GDScript

extends CharacterBody3D
@export var move_speed: float = 4.0
@export var acceleration_time: float = 0.15
@export var rest_time_min: float = 0.5
@export var rest_time_max: float = 2.0
@export var wander_dst_min: float = 2.0
@export var wander_dst_max: float = 4.0
@export var arrival_range: float = 1.0
@export var wander_bounds: Rect2
var _wander_target: Vector3
var _wander_timer: float
func _ready():
NetworkTime.on_tick.connect(_tick)
_reset_wander()
func _tick(dt: float, _t) -> void:
if not is_multiplayer_authority():
return
var diff := _wander_target - position
var dst := diff.length()
var dir := diff.normalized()
var target_velocity := velocity
if dst < arrival_range:
# We're at the target position, wait until rest time is up
target_velocity = Vector3.ZERO
_wander_timer -= dt
if _wander_timer <= 0:
_reset_wander()
else:
# We have places to be, go
target_velocity = dir * move_speed
velocity = velocity.move_toward(target_velocity, move_speed / acceleration_time * dt)
if not velocity.is_zero_approx():
# Look in the direction we're going
look_at(position + velocity, Vector3.UP, true)
velocity *= NetworkTime.physics_factor
move_and_slide()
velocity /= NetworkTime.physics_factor
func _reset_wander() -> void:
_wander_target = _generate_target()
_wander_timer = randf_range(rest_time_min, rest_time_max)
func _generate_target() -> Vector3:
for __ in range(16):
var angle := randf() * TAU
var distance := randf_range(wander_dst_min, wander_dst_max)
var target := position + distance * Vector3(cos(angle), 0, sin(angle))
if wander_bounds.has_point(Vector2(target.x, target.z)):
return target
return position