b0c83af092
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>
75 lines
2.1 KiB
GDScript
75 lines
2.1 KiB
GDScript
extends Node3D
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@export var duration: float = 0.5
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@export var strength: float = 1.0
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@export var shape: Shape3D = SphereShape3D.new()
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var birth_tick: int
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var death_tick: int
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var despawn_tick: int
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var fired_by: Node
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var _logger := NetfoxLogger.new("fb", "Displacer")
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func _ready():
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birth_tick = NetworkTime.tick
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death_tick = birth_tick + NetworkTime.seconds_to_ticks(duration)
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despawn_tick = death_tick + NetworkRollback.history_limit
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NetworkRollback.on_process_tick.connect(_rollback_tick)
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NetworkTime.on_tick.connect(_tick)
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# Run from birth tick on next loop
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NetworkRollback.notify_resimulation_start(birth_tick)
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(func():
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_logger.debug("Created explosion at %s@%d", [global_position, birth_tick])
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).call_deferred()
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func _rollback_tick(tick: int):
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if tick < birth_tick or tick > death_tick:
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# Tick outside of range
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return
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var strength_factor := inverse_lerp(death_tick, birth_tick, tick)
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strength_factor = clampf(strength_factor, 0., 1.)
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strength_factor = pow(strength_factor, 2)
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for brawler in _get_overlapping_brawlers():
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var diff := brawler.global_position - global_position
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var f := clampf(1.0 / (1.0 + diff.length_squared()), 0.0, 1.0)
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var offset := Vector3(diff.x, max(0, diff.y), diff.z).normalized()
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offset *= strength_factor * strength * f * NetworkTime.ticktime
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brawler.shove(offset)
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NetworkRollback.mutate(brawler)
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if brawler != fired_by:
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brawler.register_hit(fired_by)
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func _tick(_delta, tick):
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if tick >= death_tick:
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visible = false
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if tick > despawn_tick:
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queue_free()
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func _get_overlapping_brawlers() -> Array[BrawlerController]:
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var result: Array[BrawlerController] = []
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var state := get_world_3d().direct_space_state
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var query := PhysicsShapeQueryParameters3D.new()
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query.shape = shape
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query.transform = global_transform
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# TODO: Move map geo and brawlers to separate layers, so map doesn't clog up
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# the 32 max_results - this would enable bigger collision shapes
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var hits := state.intersect_shape(query)
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for hit in hits:
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var hit_object = hit["collider"]
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if hit_object is BrawlerController:
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result.push_back(hit_object)
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return result
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