Files
tactical-shooter/addons/netfox.extras/weapon/network-weapon-hitscan-3d.gd
T
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

128 lines
3.4 KiB
GDScript

extends Node3D
class_name NetworkWeaponHitscan3D
## A 3D-specific implementation of a networked hitscan (raycast) weapon.
## Maximum distance to cast the ray
@export var max_distance: float = 1000.0
## Mask used to detect raycast hits
@export_flags_3d_physics var collision_mask: int = 0xFFFFFFFF
## Colliders excluded from raycast hits
@export var exclude: Array[RID] = []
var _weapon: _NetworkWeaponProxy
## Try to fire the weapon and return the projectile.
## [br][br]
## Returns true if the weapon was fired.
func fire() -> bool:
if not can_fire():
return false
_apply_data(_get_data())
_after_fire()
return true
## Check whether this weapon can be fired.
func can_fire() -> bool:
return _weapon.can_fire()
func _init():
_weapon = _NetworkWeaponProxy.new()
add_child(_weapon, true, INTERNAL_MODE_BACK)
_weapon.owner = self
_weapon.c_can_fire = _can_fire
_weapon.c_can_peer_use = _can_peer_use
_weapon.c_after_fire = _after_fire
_weapon.c_spawn = _spawn
_weapon.c_get_data = _get_data
_weapon.c_apply_data = _apply_data
_weapon.c_is_reconcilable = _is_reconcilable
_weapon.c_reconcile = _reconcile
## Override this method with your own can fire logic.
## [br][br]
## See [NetworkWeapon].
func _can_fire() -> bool:
return true
## Override this method to check if a given peer can use this weapon.
## [br][br]
## See [NetworkWeapon].
func _can_peer_use(peer_id: int) -> bool:
return true
## Override this method to run any logic needed after successfully firing the
## weapon.
## [br][br]
## See [NetworkWeapon].
func _after_fire():
pass
func _spawn():
# No projectile is spawned for a hitscan weapon.
pass
func _get_data() -> Dictionary:
# Collect data needed to synchronize the firing event.
return {
"origin": global_transform.origin,
"direction": -global_transform.basis.z # Assuming forward direction.
}
func _apply_data(data: Dictionary):
# Reproduces the firing event on all peers.
var origin = data["origin"] as Vector3
var direction = data["direction"] as Vector3
# Perform the raycast from origin in the given direction.
var space_state = get_world_3d().direct_space_state
# Create a PhysicsRayQueryParameters3D object.
var ray_params = PhysicsRayQueryParameters3D.new()
ray_params.from = origin
ray_params.to = origin + direction * max_distance
# Set collision masks or exclude objects:
ray_params.collision_mask = collision_mask
ray_params.exclude = exclude
var result = space_state.intersect_ray(ray_params)
if result:
# Handle the hit result, such as spawning hit effects.
_on_hit(result)
# Play firing effects on all peers.
_on_fire()
func _is_reconcilable(request_data: Dictionary, local_data: Dictionary) -> bool:
# Always reconcilable
return true
func _reconcile(local_data: Dictionary, remote_data: Dictionary):
# Nothing to do on reconcile
pass
## Override to implement raycast hit logic.
## [br][br]
## The parameter is the result of a
## [method PhysicsDirectSpaceState3D.intersect_ray] call.
func _on_hit(result: Dictionary):
# Implement hit effect logic here.
# var hit_position = result.position
# var hit_normal = result.normal
# var collider = result.collider
# For example, you might emit a signal or instantiate a hit effect scene:
# emit_signal("hit_detected", hit_position, hit_normal, collider)
pass
## Override to implement firing effects, like muzzle flash or sound.
func _on_fire():
# Implement firing effect logic here.
pass