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>
70 lines
2.0 KiB
GDScript
70 lines
2.0 KiB
GDScript
extends Node
|
|
class_name ScoreManager
|
|
|
|
@export var scorescreen: ScoreScreen
|
|
@export var hit_threshold_time: float = 8.0
|
|
var _scores = {}
|
|
var _brawlers = {}
|
|
|
|
func get_score(player: int) -> int:
|
|
return _scores.get(player, 0)
|
|
|
|
func _ready():
|
|
GameEvents.on_brawler_spawn.connect(_handle_spawn)
|
|
GameEvents.on_brawler_fall.connect(_handle_fall)
|
|
GameEvents.on_brawler_respawn.connect(_handle_respawn)
|
|
GameEvents.on_brawler_despawn.connect(_handle_despawn)
|
|
set_multiplayer_authority(1)
|
|
|
|
func _handle_spawn(brawler: BrawlerController):
|
|
var id = brawler.player_id
|
|
_scores[id] = _scores.get(id, 0)
|
|
_brawlers[id] = brawler
|
|
|
|
func _handle_fall(brawler: BrawlerController):
|
|
var id = brawler.player_id
|
|
|
|
# Update scores
|
|
if is_multiplayer_authority():
|
|
if NetworkTime.seconds_between(brawler.last_hit_tick, NetworkTime.tick) < hit_threshold_time \
|
|
and brawler.last_hit_player:
|
|
var hit_id = brawler.last_hit_player.player_id
|
|
_scores[hit_id] = _scores.get(hit_id, 0) + 1
|
|
else:
|
|
_scores[id] = _scores.get(id, 0) - 1
|
|
|
|
GameEvents.on_scores_updated.emit(_scores)
|
|
_submit_scores.rpc(_scores)
|
|
|
|
# Display scoreboard
|
|
if id == multiplayer.get_unique_id():
|
|
scorescreen.render(_render_scores())
|
|
scorescreen.active = true
|
|
|
|
func _handle_respawn(brawler: BrawlerController):
|
|
# Hide scoreboard
|
|
if brawler.player_id == multiplayer.get_unique_id():
|
|
scorescreen.active = false
|
|
|
|
func _handle_despawn(brawler: BrawlerController):
|
|
_scores.erase(brawler.player_id)
|
|
_brawlers.erase(brawler.player_id)
|
|
|
|
@rpc("authority", "reliable", "call_remote")
|
|
func _submit_scores(scores: Dictionary):
|
|
print("Received new scores, updating %s -> %s" % [_scores, scores])
|
|
_scores = scores
|
|
GameEvents.on_scores_updated.emit(_scores)
|
|
|
|
# Re-render scoreboard if visible
|
|
if scorescreen.active:
|
|
scorescreen.render(_render_scores())
|
|
|
|
func _render_scores() -> Dictionary:
|
|
var render_scores = {}
|
|
for pid in _scores:
|
|
var brawler = _brawlers[pid]
|
|
var score = _scores[pid]
|
|
render_scores[brawler.player_name] = score
|
|
return render_scores
|