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>
57 lines
1.3 KiB
GDScript
57 lines
1.3 KiB
GDScript
extends VestTest
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const OneOffInput = preload("res://examples/snippets/input-gathering-tutorial/one-off-input.gd")
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func get_suite_name():
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return "OneOffInput"
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func suite():
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var action = "move_jump"
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var input := OneOffInput.new()
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# TODO(vest): Some good way to add nodes to the tree
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await NetworkTime.get_tree().process_frame
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NetworkTime.get_tree().root.add_child(input)
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test("should return false with no input", func():
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expect_false(input.is_jumping)
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)
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test("should return true for a single tick", func():
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# Activate input
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Input.action_press(action)
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# Process
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input._process(1. / 60.)
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# Deactive input
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Input.action_release(action)
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# Start tick loop
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NetworkMocks.in_network_tick_loop(func():
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# Single tick
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NetworkMocks.run_network_tick()
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# Check for result
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expect_true(input.is_jumping)
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)
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)
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test("should return true only on the first tick", func():
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# Activate input
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Input.action_press(action)
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# Process
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input._process(1. / 60.)
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# Deactive input
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Input.action_release(action)
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# Start tick loop
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NetworkMocks.in_network_tick_loop(func():
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# First tick
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NetworkMocks.run_network_tick()
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expect_true(input.is_jumping, "First tick should have input!")
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# Second tick
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NetworkMocks.run_network_tick()
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expect_false(input.is_jumping, "Second tick should not have input!")
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)
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)
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