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>
46 lines
1.3 KiB
GDScript
46 lines
1.3 KiB
GDScript
extends VestTest
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func get_suite_name() -> String:
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return "PropertyEntry"
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func test_should_be_valid_on_known_property():
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var property_entry := PropertyEntry.new()
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property_entry.node = TestNode.new()
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property_entry.property = "known_property"
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expect(property_entry.is_valid(), "Property entry is invalid!")
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func test_should_be_valid_on_null_property():
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var property_entry := PropertyEntry.new()
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property_entry.node = TestNode.new()
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property_entry.property = "null_property"
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expect(property_entry.is_valid(), "Property entry is invalid!")
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func test_should_be_invalid_on_unknown_property():
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var property_entry := PropertyEntry.new()
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property_entry.node = TestNode.new()
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property_entry.property = "unknown_property"
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expect_not(property_entry.is_valid(), "Property entry is valid!")
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func test_should_be_invalid_on_unknown_node():
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var property_entry := PropertyEntry.new()
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property_entry.node = null
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property_entry.property = "known_property"
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expect_not(property_entry.is_valid(), "Property entry is valid!")
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func test_should_be_invalid_on_invalid_node():
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var property_entry := PropertyEntry.new()
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property_entry.node = TestNode.new()
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property_entry.property = "known_property"
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property_entry.node.free()
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expect_not(property_entry.is_valid(), "Property entry is valid!")
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class TestNode extends Node:
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var known_property := ""
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var null_property = null
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