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>
66 lines
1.7 KiB
GDScript
66 lines
1.7 KiB
GDScript
extends CharacterBody3D
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@export var move_speed: float = 4.0
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@export var acceleration_time: float = 0.15
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@export var rest_time_min: float = 0.5
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@export var rest_time_max: float = 2.0
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@export var wander_dst_min: float = 2.0
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@export var wander_dst_max: float = 4.0
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@export var arrival_range: float = 1.0
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@export var wander_bounds: Rect2
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var _wander_target: Vector3
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var _wander_timer: float
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func _ready():
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NetworkTime.on_tick.connect(_tick)
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_reset_wander()
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func _tick(dt: float, _t) -> void:
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if not is_multiplayer_authority():
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return
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var diff := _wander_target - position
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var dst := diff.length()
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var dir := diff.normalized()
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var target_velocity := velocity
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if dst < arrival_range:
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# We're at the target position, wait until rest time is up
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target_velocity = Vector3.ZERO
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_wander_timer -= dt
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if _wander_timer <= 0:
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_reset_wander()
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else:
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# We have places to be, go
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target_velocity = dir * move_speed
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velocity = velocity.move_toward(target_velocity, move_speed / acceleration_time * dt)
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if not velocity.is_zero_approx():
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# Look in the direction we're going
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look_at(position + velocity, Vector3.UP, true)
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velocity *= NetworkTime.physics_factor
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move_and_slide()
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velocity /= NetworkTime.physics_factor
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func _reset_wander() -> void:
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_wander_target = _generate_target()
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_wander_timer = randf_range(rest_time_min, rest_time_max)
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func _generate_target() -> Vector3:
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for __ in range(16):
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var angle := randf() * TAU
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var distance := randf_range(wander_dst_min, wander_dst_max)
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var target := position + distance * Vector3(cos(angle), 0, sin(angle))
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if wander_bounds.has_point(Vector2(target.x, target.z)):
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return target
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return position
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