Files
tactical-shooter/addons/vest/commands/run-test-command.gd
T
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

54 lines
1.7 KiB
GDScript

@tool
extends Node
func run_test():
_run(false, Vest.__.ONLY_AUTO)
func debug_test():
_run(true, Vest.__.ONLY_AUTO)
func _run(is_debug: bool, only_mode: int) -> void:
var editor_interface := Vest._get_editor_interface()
var script_editor := editor_interface.get_script_editor() as ScriptEditor
var edited_script := script_editor.get_current_script()
if not edited_script:
# TODO: Polyfilled toast mechanism so user can see these warns
push_warning("No script to run! Open a script in the script editor.")
return
if not _is_ancestor_of(VestTest, edited_script):
push_warning("Currently open script is not a test! Extend VestTest.")
return
print_verbose("Running test \"%s\"" % [edited_script.resource_path])
var vest_ui := VestUI._get_ui()
vest_ui.run_script(edited_script, is_debug, only_mode)
func _is_ancestor_of(base_script: Script, script: Script) -> bool:
for i in range(128): # Prevent runaway loops
if script == null: break
if base_script == script: return true
script = script.get_base_script()
return false
func _ready():
var editor := Vest._get_editor_interface()
editor.get_command_palette().add_command("Run test", "vest/run-test", run_test, "F7")
editor.get_command_palette().add_command("Debug test", "vest/debug-test", debug_test, "Ctrl+F7")
func _exit_tree():
var editor := Vest._get_editor_interface()
editor.get_command_palette().remove_command("vest/run-test")
editor.get_command_palette().remove_command("vest/debug-test")
func _shortcut_input(event):
if event is InputEventKey:
if event.key_label == KEY_F7 and not event.shift_pressed and event.is_pressed():
if event.is_command_or_control_pressed():
debug_test()
else:
run_test()
get_viewport().set_input_as_handled()