Files
tactical-shooter/server/scripts/weapons/weapon_server.gd
T
shawn 705b068ed2 t_p1_hitscan: Add lag-compensated hitscan weapon system
NEW: server/scripts/combat/lag_compensation.gd
  - 128-entry ring buffer of player positions per server tick
  - rewind_and_raycast(tick, origin, direction, range, exclude):
    saves current positions, rewinds to tick-time positions,
    performs PhysicsDirectSpaceState3D.intersect_ray(), restores
  - Falls back to normal raycast if history missing for tick
  - shot_processed signal

NEW: scripts/combat/damage_processor.gd
  - Processes WeaponServer hit results: applies damage, tracks kills
  - Optional distance-based damage falloff
  - player_damaged / player_killed signals
  - Health and kill-count queries

MODIFY: server/scripts/weapons/weapon_server.gd
  - fire() now takes tick parameter: fire(tick, player_id, ...)
  - _perform_hitscan() uses LagCompensation.rewind_and_raycast()
    when lag_compensation reference is set and tick >= 0
  - Non-compensated fallback path preserved

MODIFY: server/scripts/game_server.gd
  - Adds _current_tick counter, incremented each simulation tick
  - Creates WeaponServer + LagCompensation + DamageProcessor as children
  - record_tick() called before each tick's simulation
  - register/unregister_player_node() for player lifecycle
  - _on_player_killed() relays kill events via player_damaged signal

MODIFY: scripts/network/server_main.gd
  - _spawn_player() registers node with GameServer.register_player_node()
  - _despawn_player() unregisters via unregister_player_node()
2026-07-01 20:26:18 -04:00

391 lines
13 KiB
GDScript

## WeaponServer — Server-authoritative weapon logic.
##
## Manages per-player, per-weapon runtime state: fire rate cooldowns,
## magazine + reserve ammo, reload state machine, and hit-scan raycasting.
##
## This is the authoritative version; clients predict locally via
## WeaponManager and reconcile with server confirmations.
##
## Usage (add as child of GameServer or any server-side node):
##
## var ws = WeaponServer.new()
## add_child(ws)
## ws.initialise()
## ...
## if ws.can_fire(player_id, weapon_id):
## var result = ws.fire(player_id, weapon_id, origin, direction)
## if result.hit:
## apply_damage(result)
##
class_name WeaponServer
extends Node
# ---------------------------------------------------------------------------
# State shape
# ---------------------------------------------------------------------------
# _state[player_id][weapon_id] = {
# ammo: int, # rounds left in magazine
# reserve: int, # rounds in reserve (total reserve)
# is_reloading: bool, # currently in reload animation
# reload_remaining: float, # seconds left on current reload
# last_fire_time: float, # time of last shot (cooldown check)
# }
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
## Per-player, per-weapon runtime state.
## Accessed via _get_state() / _ensure_state() helpers.
var _state: Dictionary = {}
## Reference to the SceneTree's physics world for raycasting.
## Set automatically if the node enters the tree; can also be injected.
var physics_world: World3D = null
## Optional LagCompensation controller for server-side rewinding.
## When set, _perform_hitscan uses lag-compensated raycasting;
## otherwise it uses the current-frame physics world directly.
var lag_compensation: LagCompensation = null
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
if physics_world == null:
physics_world = get_world_3d()
## Public initialiser (call after adding to tree, or inject a World3D).
func initialise(world: World3D = null) -> void:
if world != null:
physics_world = world
elif physics_world == null:
physics_world = get_world_3d()
# ---------------------------------------------------------------------------
# Per-player state management
# ---------------------------------------------------------------------------
## Ensure a player has an entry in the state dictionary.
## Called automatically by can_fire / fire.
func register_player(player_id: int) -> void:
if not _state.has(player_id):
_state[player_id] = {}
## Remove a player's state (on disconnect / respawn).
func unregister_player(player_id: int) -> void:
_state.erase(player_id)
## Give a player a weapon — allocates initial ammo for it.
## Also calls register_player implicitly.
func give_weapon(player_id: int, weapon_id: String) -> void:
register_player(player_id)
var data := WeaponDefinitions.get_weapon(weapon_id)
if data == null:
push_warning("WeaponServer: unknown weapon '%s'" % weapon_id)
return
var ws: Dictionary = _state[player_id]
ws[weapon_id] = {
ammo = data.mag_size,
reserve = data.mag_size * 3, # 3 spare magazines
is_reloading = false,
reload_remaining = 0.0,
last_fire_time = -INF,
}
## Return the per-weapon state dictionary for a player+weapon, or null.
func get_weapon_state(player_id: int, weapon_id: String) -> Dictionary:
var ps: Dictionary = _state.get(player_id, {})
return ps.get(weapon_id, {}) as Dictionary
## Return the current ammo and reserve for a player's weapon.
## Returns {ammo: int, reserve: int, max_ammo: int} or null.
func get_ammo_info(player_id: int, weapon_id: String) -> Dictionary:
var st := get_weapon_state(player_id, weapon_id)
if st.is_empty():
return {}
var data := WeaponDefinitions.get_weapon(weapon_id)
return {
ammo = st.get("ammo", 0),
reserve = st.get("reserve", 0),
max_ammo = data.mag_size if data else 0,
}
# ---------------------------------------------------------------------------
# Can-fire check
# ---------------------------------------------------------------------------
## Returns true if the player can fire the specified weapon right now.
## Checks: weapon known, ammo available, not reloading, cooldown elapsed.
func can_fire(player_id: int, weapon_id: String) -> bool:
var data := WeaponDefinitions.get_weapon(weapon_id)
if data == null:
return false
var st := get_weapon_state(player_id, weapon_id)
if st.is_empty():
# Player doesn't have this weapon yet — give it to them
give_weapon(player_id, weapon_id)
st = get_weapon_state(player_id, weapon_id)
# Check reload
if st.get("is_reloading", false):
return false
# Check ammo
if st.get("ammo", 0) <= 0:
return false
# Check fire rate cooldown
var fire_interval: float = 1.0 / max(data.fire_rate, 0.001)
var last_fire: float = st.get("last_fire_time", -INF)
var now: float = Time.get_unix_time_from_system()
if now - last_fire < fire_interval:
return false
return true
# ---------------------------------------------------------------------------
# Reload
# ---------------------------------------------------------------------------
## Start reloading the player's weapon. Returns true if reload initiated.
func start_reload(player_id: int, weapon_id: String) -> bool:
var data := WeaponDefinitions.get_weapon(weapon_id)
if data == null:
return false
var st := get_weapon_state(player_id, weapon_id)
if st.is_empty():
return false
# Already reloading
if st.get("is_reloading", false):
return false
# Magazine already full
if st.get("ammo", 0) >= data.mag_size:
return false
# No reserve ammo
if st.get("reserve", 0) <= 0:
return false
st["is_reloading"] = true
st["reload_remaining"] = data.reload_time
return true
## Process reload timers. Called each server tick with delta.
## Returns true if any reload completed this tick.
func process_reloads(player_id: int, delta: float) -> bool:
var any_completed: bool = false
var ps: Dictionary = _state.get(player_id, {})
for weapon_id in ps.keys():
var st: Dictionary = ps[weapon_id]
if not st.get("is_reloading", false):
continue
var remaining: float = st.get("reload_remaining", 0.0) - delta
if remaining <= 0.0:
# Reload complete
_complete_reload(player_id, weapon_id, st)
any_completed = true
else:
st["reload_remaining"] = remaining
return any_completed
func _complete_reload(player_id: int, weapon_id: String, st: Dictionary) -> void:
var data := WeaponDefinitions.get_weapon(weapon_id)
if data == null:
return
var needed: int = data.mag_size - st.get("ammo", 0)
var from_reserve: int = mini(needed, st.get("reserve", 0))
st["ammo"] = st.get("ammo", 0) + from_reserve
st["reserve"] = st.get("reserve", 0) - from_reserve
st["is_reloading"] = false
st["reload_remaining"] = 0.0
# ---------------------------------------------------------------------------
# Fire
# ---------------------------------------------------------------------------
## Fire the weapon from the given origin along direction.
## Performs a hit-scan raycast through the physics world with optional
## server-side lag compensation rewinding.
##
## tick: server tick when the shot occurred (used for lag compensation).
## Pass -1 to skip lag compensation and use current-frame physics.
## hit_result = {
## hit: bool,
## position: Vector3, # world-space hit point
## target_id: int, # entity/node ID if hitting a collider, -1 otherwise
## damage: float, # total damage dealt this shot
## weapon_id: String, # the weapon used
## }
##
func fire(tick: int, player_id: int, weapon_id: String, origin: Vector3, direction: Vector3) -> Dictionary:
var data := WeaponDefinitions.get_weapon(weapon_id)
if data == null:
return _miss_result(weapon_id)
var st := get_weapon_state(player_id, weapon_id)
if st.is_empty():
return _miss_result(weapon_id)
# Authoritative can-fire check (belt and suspenders)
if not _hard_can_fire(player_id, weapon_id, data, st):
return _miss_result(weapon_id)
# Deduct ammo
st["ammo"] = st.get("ammo", 1) - 1
st["last_fire_time"] = Time.get_unix_time_from_system()
# Auto-reload if magazine empty
if st["ammo"] <= 0 and st.get("reserve", 0) > 0:
st["is_reloading"] = true
st["reload_remaining"] = data.reload_time
# Perform hit-scan — supports multi-pellet weapons
return _perform_hitscan(tick, player_id, weapon_id, data, origin, direction, st)
# ---------------------------------------------------------------------------
# Internal: hitscan
# ---------------------------------------------------------------------------
func _perform_hitscan(
tick: int,
player_id: int,
weapon_id: String,
data: WeaponData,
origin: Vector3,
base_direction: Vector3,
st: Dictionary
) -> Dictionary:
var space_state: PhysicsDirectSpaceState3D = _get_space_state()
if space_state == null:
return _miss_result(weapon_id)
var total_damage: float = 0.0
var latest_hit_pos: Vector3 = Vector3.ZERO
var latest_target_id: int = -1
var any_hit: bool = false
var pellets: int = max(1, data.pellets_per_shot)
var max_range: float = max(1.0, data.range)
var spread_rad: float = deg_to_rad(data.spread_degrees)
# Build a collision exception list so we don't hit the shooter
var exclude: Array[RID] = _get_shooter_exclusions(player_id)
for i in range(pellets):
var dir: Vector3 = _apply_spread(base_direction, spread_rad)
# --- Lag-compensated raycast ---
# If lag_compensation is available and a valid tick is provided,
# rewind to the target tick before raycasting. Otherwise fall
# back to the current-frame physics world.
var result: Dictionary = {}
if lag_compensation != null and tick >= 0:
result = lag_compensation.rewind_and_raycast(
tick, origin, dir, max_range, exclude
)
else:
# Fallback: no lag compensation — raycast against current positions
var query := PhysicsRayQueryParameters3D.create(
origin, origin + dir * max_range
)
query.exclude = exclude
query.collide_with_bodies = true
query.collide_with_areas = false
result = space_state.intersect_ray(query)
if result.is_empty():
continue
any_hit = true
latest_hit_pos = result.get("position", Vector3.ZERO)
var collider: Object = result.get("collider", null)
if collider and collider.has_method(&"get_entity_id"):
latest_target_id = collider.get_entity_id()
elif collider:
latest_target_id = collider.get_instance_id()
total_damage += data.damage
if not any_hit:
return _miss_result(weapon_id)
return {
hit = true,
position = latest_hit_pos,
target_id = latest_target_id,
damage = total_damage,
weapon_id = weapon_id,
}
func _miss_result(weapon_id: String) -> Dictionary:
return {
hit = false,
position = Vector3.ZERO,
target_id = -1,
damage = 0.0,
weapon_id = weapon_id,
}
# ---------------------------------------------------------------------------
# Internal: helpers
# ---------------------------------------------------------------------------
## Strict can-fire that does NOT auto-grant the weapon.
func _hard_can_fire(
player_id: int,
weapon_id: String,
data: WeaponData,
st: Dictionary
) -> bool:
if st.is_empty():
return false
if st.get("is_reloading", false):
return false
if st.get("ammo", 0) <= 0:
return false
var fire_interval: float = 1.0 / max(data.fire_rate, 0.001)
var last_fire: float = st.get("last_fire_time", -INF)
var now: float = Time.get_unix_time_from_system()
if now - last_fire < fire_interval:
return false
return true
func _get_space_state() -> PhysicsDirectSpaceState3D:
if physics_world != null:
return physics_world.direct_space_state
# Fallback: try from the scene tree
var w: World3D = get_world_3d()
if w != null:
physics_world = w
return w.direct_space_state
return null
func _get_shooter_exclusions(player_id: int) -> Array[RID]:
# Try to find the player's collision body via the entity system
# For now, return an empty array (no self-exclusion beyond what Godot does)
return []
## Apply spread to a base direction vector.
func _apply_spread(base: Vector3, spread_rad: float) -> Vector3:
if spread_rad <= 0.001:
return base
var theta: float = randf() * TAU
var phi: float = randf() * spread_rad
var up := Vector3.UP
if abs(base.dot(up)) > 0.99:
up = Vector3.RIGHT
var right := base.cross(up).normalized()
up = right.cross(base).normalized()
var offset := right * sin(theta) * sin(phi) + up * cos(theta) * sin(phi)
return (base + offset).normalized()