Files
tactical-shooter/client/characters/character/fps_character_controller.gd
T
shawn 926446e5cf P7.8: Port FPS controller to netfox BaseNetInput pattern
- FPSCharacterController: removed SimulationServer dependency, added
  _rollback_tick() with acceleration-based CharacterBody3D movement,
  gravity, jump, crouch/sprint speed. Kept mouse look, crouch lerp,
  sprint/crouch toggle, _move_local() standalone fallback.
- Player: extends FPSCharacterController (CharacterBody3D). Added
  authority-guarded _rollback_tick that delegates to super for server
  and local client prediction. TickInterpolator created dynamically
  (avoids headless class_name parse errors). PlayerNetInput child
  wired via existing RollbackSynchronizer input_properties.
- player.tscn: CharacterBody3D root with FpsCamera, CollisionShape3D,
  PlayerNetInput children. TickInterpolator created in code.
- client_main.gd: _spawn_local_player() creates FPS player node with
  first-person camera for own peer. _spawn_remote_player() removes
  FpsCamera for remote players.
- fps_camera.gd: duck-typed _controller (Node) instead of class_name
  cast for headless safety. Fixed type inference warnings.

Also includes parent task P7.5-P7.7 changes:
- project.godot: main_scene -> server_main.tscn
- network_manager.gd: Chan enum -> raw channel ints
- server_main.gd: deferred ServerConfig load, GameServer load()
- game_server.gd: commented out dev deps for headless compilation
2026-07-02 17:45:03 -04:00

490 lines
16 KiB
GDScript

## FPSCharacterController — first-person character for a networked tactical shooter.
##
## Handles mouse look, WASD movement, sprint toggle, hold-to-crouch, jump.
## The rollback-aware movement runs inside _rollback_tick() when netfox is active.
## Falls back to _move_local() for standalone / non-networked mode.
##
## Usage (scene tree):
## FPSCharacterController (CharacterBody3D)
## ├── FpsCamera (Camera3D) — script: fps_camera.gd
## ├── CollisionShape3D (capsule)
## ├── PlayerNetInput — netfox input gathering
## ├── TickInterpolator — smooth visuals for remotes
## └── (optional weapons/arms child)
##
## Mouse Look: Capture mouse on click, yaw rotates body, pitch rotates camera.
## Walk Toggle: Tap Shift to toggle sprint on/off.
## Crouch: Hold Ctrl to crouch. Smooth lerp transition.
## Jump: Press Space.
class_name FPSCharacterController
extends CharacterBody3D
# ---------------------------------------------------------------------------
# Exports — tune per weapon / game feel
# ---------------------------------------------------------------------------
## Mouse look sensitivity. At default 0.005, 100 px mouse motion = 0.5 degree rotation.
@export_range(0.001, 0.1, 0.0005) var mouse_sensitivity: float = 0.005
## Mouse vertical sensitivity multiplier (1.0 = same as horizontal).
@export_range(0.1, 2.0, 0.05) var mouse_vertical_ratio: float = 0.8
## Invert vertical look.
@export var invert_y: bool = false
## Maximum pitch angle (degrees) — prevents looking upside down.
@export_range(1, 89) var max_pitch: float = 89.0
## If true, pressing Sprint toggles between walk/sprint. If false, hold to sprint.
@export var walk_toggle: bool = true
## If true, crouch toggles on press. If false, hold Ctrl to crouch.
@export var crouch_toggle: bool = false
## Time in seconds for crouch height transition (lerp).
@export var crouch_transition_time: float = 0.15
## Eye height when standing (Godot units, from feet).
@export var eye_height_stand: float = 1.7
## Eye height when crouching.
@export var eye_height_crouch: float = 0.9
## Collision shape height when standing.
@export var collision_height_stand: float = 1.8
## Collision shape height when crouching.
@export var collision_height_crouch: float = 1.0
# --- Standalone movement parameters (used when netfox is not active) ---
## Walk speed (standalone mode / single-player).
@export var local_walk_speed: float = 5.0
## Sprint speed (standalone mode).
@export var local_sprint_speed: float = 8.0
## Crouch speed (standalone mode).
@export var local_crouch_speed: float = 2.5
## Jump velocity (standalone mode).
@export var local_jump_velocity: float = 4.5
## Gravity (standalone mode).
@export var local_gravity: float = 15.0
## Acceleration (standalone mode).
@export var local_acceleration: float = 12.0
# ---------------------------------------------------------------------------
# Internal state
# ---------------------------------------------------------------------------
## Current look rotation.
var _yaw: float = 0.0
var _pitch: float = 0.0
## Crouch lerp target (0.0 = standing, 1.0 = full crouch).
var _crouch_target: float = 0.0
var _crouch_current: float = 0.0
## Walk-toggle state.
var _sprint_active: bool = false
var _sprint_pressed_last: bool = false
## Crouch toggle state.
var _crouch_active: bool = false
var _crouch_pressed_last: bool = false
## Mouse capture state.
var _mouse_captured: bool = false
## Whether netfox rollback is active (set by parent in network mode).
var _netfox_active: bool = false
## Whether this is the local player (only the local player captures mouse).
var _is_local_player: bool = false
# ---------------------------------------------------------------------------
# Node references (set in _ready)
# ---------------------------------------------------------------------------
var _camera: Node3D = null
var _collision_shape: CollisionShape3D = null
var _capsule_shape: CapsuleShape3D = null
# Cached standing/crouching shape parameters.
var _stand_capsule_height: float = 0.0
var _crouch_capsule_height: float = 0.0
var _capsule_radius: float = 0.0
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
# Determine if this is the local player
_is_local_player = multiplayer.get_unique_id() == multiplayer.get_multiplayer_authority()
# Check if netfox rollback is available
_netfox_active = Engine.has_singleton(&"NetworkRollback")
# Locate camera
_camera = get_node_or_null("%FpsCamera")
if _camera == null:
for child in get_children():
if child is Camera3D:
_camera = child
break
if _camera == null:
push_error("FPSCharacterController: No Camera3D child found. Mouse look disabled.")
# Locate collision shape
for child in get_children():
if child is CollisionShape3D:
_collision_shape = child
if child.shape is CapsuleShape3D:
_capsule_shape = child.shape
_capsule_radius = _capsule_shape.radius
_stand_capsule_height = collision_height_stand - 2.0 * _capsule_radius
_crouch_capsule_height = collision_height_crouch - 2.0 * _capsule_radius
_capsule_shape.height = _stand_capsule_height
break
# Initialize yaw/pitch from current transform
_yaw = rotation.y
if _camera:
_pitch = _camera.rotation.x
# Initialize crouch animation state
_crouch_current = 0.0
_update_crouch(0.0)
# Start with mouse captured on local player
_set_local_player(_is_local_player)
func _input(event: InputEvent) -> void:
if not _is_local_player:
return
# Mouse look
if event is InputEventMouseMotion and _mouse_captured:
var rel: Vector2 = event.relative
# Yaw (body rotation)
_yaw -= rel.x * mouse_sensitivity
# Pitch (camera rotation)
var invert: float = -1.0 if invert_y else 1.0
_pitch += rel.y * mouse_sensitivity * mouse_vertical_ratio * invert
_pitch = clamp(_pitch, deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
# Mouse capture toggle
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
if not _mouse_captured:
_capture_mouse(true)
func _unhandled_input(event: InputEvent) -> void:
if not _is_local_player:
return
# Escape to release mouse
if event.is_action_pressed("ui_cancel"):
_capture_mouse(false)
# ---------------------------------------------------------------------------
# Main loop
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
# When netfox rollback is active, movement is driven by _rollback_tick().
# We only handle local-only visual updates here: crouch animation, rotation.
if _netfox_active:
_update_visual_state(delta)
return
# Standalone / no-netfox mode: do full local movement
_standalone_physics(delta)
## Updates visual state without applying movement — called every physics frame
## when netfox rollback drives the actual movement.
func _update_visual_state(delta: float) -> void:
# Walk toggle logic (frame-rate dependent)
if walk_toggle:
var sprint_pressed := Input.is_action_pressed(&"sprint")
if sprint_pressed and not _sprint_pressed_last:
_sprint_active = not _sprint_active
_sprint_pressed_last = sprint_pressed
else:
_sprint_active = Input.is_action_pressed(&"sprint")
# Crouch toggle logic
if crouch_toggle:
var crouch_pressed := Input.is_action_pressed(&"crouch")
if crouch_pressed and not _crouch_pressed_last:
_crouch_active = not _crouch_active
_crouch_pressed_last = crouch_pressed
else:
_crouch_active = Input.is_action_pressed(&"crouch")
# Crouch height transition (visual only)
var target_crouch: float = 1.0 if _crouch_active else 0.0
_crouch_target = target_crouch
var crouch_speed: float = 1.0 / max(crouch_transition_time, 0.001)
if _crouch_current < _crouch_target:
_crouch_current = min(_crouch_current + crouch_speed * delta, _crouch_target)
elif _crouch_current > _crouch_target:
_crouch_current = max(_crouch_current - crouch_speed * delta, _crouch_target)
_update_crouch(_crouch_current)
# Apply rotation (visual only — authoritative rotation from rollback)
rotation.y = _yaw
if _camera:
_camera.rotation.x = _pitch
## Full physics update for standalone / non-networked mode.
func _standalone_physics(delta: float) -> void:
# 1. Capture input state
var input_dir := _get_move_direction()
var jump_pressed := Input.is_action_just_pressed(&"jump")
var sprint_pressed := Input.is_action_pressed(&"sprint")
var crouch_pressed := Input.is_action_pressed(&"crouch")
# 2. Walk toggle logic
if walk_toggle:
if sprint_pressed and not _sprint_pressed_last:
_sprint_active = not _sprint_active
_sprint_pressed_last = sprint_pressed
else:
_sprint_active = sprint_pressed
# 3. Crouch toggle logic
if crouch_toggle:
if crouch_pressed and not _crouch_pressed_last:
_crouch_active = not _crouch_active
_crouch_pressed_last = crouch_pressed
else:
_crouch_active = crouch_pressed
# 4. Crouch height transition
var target_crouch: float = 1.0 if _crouch_active else 0.0
_crouch_target = target_crouch
var crouch_speed: float = 1.0 / max(crouch_transition_time, 0.001)
if _crouch_current < _crouch_target:
_crouch_current = min(_crouch_current + crouch_speed * delta, _crouch_target)
elif _crouch_current > _crouch_target:
_crouch_current = max(_crouch_current - crouch_speed * delta, _crouch_target)
_update_crouch(_crouch_current)
# 5. Apply rotation
rotation.y = _yaw
if _camera:
_camera.rotation.x = _pitch
# 6. Do local CharacterBody3D physics
_move_local(input_dir, delta, jump_pressed)
# ---------------------------------------------------------------------------
# Rollback tick — called by RollbackSynchronizer for deterministic movement
# ---------------------------------------------------------------------------
## Rollback-aware movement tick. Called by RollbackSynchronizer each network tick
## when netfox is active. Uses CharacterBody3D physics (move_and_slide) for proper
## acceleration, slopes, and collision response.
func _rollback_tick(delta: float, tick: int, is_fresh: bool) -> void:
# Find PlayerNetInput — it has the input state for this tick
var input_node = _find_input_node()
if input_node == null:
return
var dir: Vector3 = input_node.get(&"move_direction")
var yaw: float = input_node.get(&"look_yaw")
var jump: bool = input_node.get(&"jump")
var sprint: bool = input_node.get(&"sprint")
var crouch: bool = input_node.get(&"crouch")
# Apply yaw rotation
_yaw = yaw
rotation.y = _yaw
# Determine speed
var speed: float = local_walk_speed
if sprint:
speed = local_sprint_speed
if crouch:
speed = local_crouch_speed
# Apply movement with acceleration for smooth feel
if dir != Vector3.ZERO:
var wish_dir := (transform.basis * dir).normalized()
var target_vel := wish_dir * speed
# Horizontal acceleration (smooth speed changes)
var h_vel := Vector3(velocity.x, 0.0, velocity.z)
h_vel = h_vel.move_toward(target_vel, local_acceleration * delta)
velocity.x = h_vel.x
velocity.z = h_vel.z
else:
# Decelerate when no input
velocity.x = move_toward(velocity.x, 0.0, local_acceleration * delta)
velocity.z = move_toward(velocity.z, 0.0, local_acceleration * delta)
# Gravity
if not is_on_floor():
velocity.y -= local_gravity * delta
elif not jump:
velocity.y = 0.0
# Jump
if jump and is_on_floor():
velocity.y = local_jump_velocity
move_and_slide()
# Track crouch/sprint state for visual updates
_crouch_active = crouch
_sprint_active = sprint
func _find_input_node():
var parent := get_parent()
if parent == null:
return null
for child in parent.get_children():
if child.name == "PlayerNetInput":
return child
# Try own children
for child in get_children():
if child.name == "PlayerNetInput":
return child
return null
# ---------------------------------------------------------------------------
# Local movement (standalone / no-server fallback)
# ---------------------------------------------------------------------------
func _move_local(input_dir: Vector3, delta: float, jump: bool) -> void:
var target_speed: float = local_walk_speed
if _sprint_active:
target_speed = local_sprint_speed
if _crouch_active:
target_speed = local_crouch_speed
var wish_dir := (transform.basis * input_dir).normalized()
var target_vel := wish_dir * target_speed
# Horizontal acceleration
var h_vel := Vector3(velocity.x, 0.0, velocity.z)
h_vel = h_vel.move_toward(target_vel, local_acceleration * delta)
velocity.x = h_vel.x
velocity.z = h_vel.z
# Gravity
if not is_on_floor():
velocity.y -= local_gravity * delta
# Jump
if jump and is_on_floor():
velocity.y = local_jump_velocity
move_and_slide()
# ---------------------------------------------------------------------------
# Crouch height management
# ---------------------------------------------------------------------------
func _update_crouch(amount: float) -> void:
## amount: 0.0 = standing, 1.0 = fully crouched
# Eye height — camera position relative to body origin
if _camera:
_camera.position.y = lerpf(eye_height_stand, eye_height_crouch, amount)
# Collision shape — capsule height (cylindrical section)
if _capsule_shape:
_capsule_shape.height = lerpf(_stand_capsule_height, _crouch_capsule_height, amount)
# Move the collision shape center so the capsule base stays on the ground
if _collision_shape:
_collision_shape.position.y = lerpf(0.0, (collision_height_crouch - collision_height_stand) * 0.5, amount)
# ---------------------------------------------------------------------------
# Input helpers
# ---------------------------------------------------------------------------
func _get_move_direction() -> Vector3:
var dir := Vector3.ZERO
if Input.is_action_pressed(&"move_forward") or Input.is_action_pressed(&"move_up"):
dir.z -= 1.0
if Input.is_action_pressed(&"move_backward") or Input.is_action_pressed(&"move_down"):
dir.z += 1.0
if Input.is_action_pressed(&"move_left"):
dir.x -= 1.0
if Input.is_action_pressed(&"move_right"):
dir.x += 1.0
if dir.length_squared() > 0.0:
dir = dir.normalized()
return dir
func _capture_mouse(capture: bool) -> void:
if capture == _mouse_captured:
return
_mouse_captured = capture
if capture:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# ---------------------------------------------------------------------------
# Public API — used by PlayerNetInput and external managers
# ---------------------------------------------------------------------------
## Mark this as the local player (enables mouse capture and input).
func _set_local_player(enabled: bool) -> void:
_is_local_player = enabled
if enabled:
_capture_mouse(true)
# TickInterpolator should be disabled for the local player
var ti := get_node_or_null("TickInterpolator")
if ti != null and ti.has_method(&"set_enabled"):
ti.set_enabled(false)
elif ti != null:
ti.enabled = false
## Get current yaw (radians) — for PlayerNetInput sync.
func get_current_yaw() -> float:
return _yaw
## Get current pitch (radians) — for PlayerNetInput sync.
func get_current_pitch() -> float:
return _pitch
## Get current crouch amount (0.0 = standing, 1.0 = fully crouched).
func get_crouch_amount() -> float:
return _crouch_current
## Is the player currently sprinting?
func is_sprinting() -> bool:
return _sprint_active
## Is the player currently crouching?
func is_crouching() -> bool:
return _crouch_active
## Force look direction (useful for spectator / spawn reset).
func set_look(yaw_rad: float, pitch_rad: float) -> void:
_yaw = yaw_rad
_pitch = clamp(pitch_rad, deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
## Reset to default standing state.
func reset_pose() -> void:
_sprint_active = false
_crouch_active = false
_sprint_pressed_last = false
_crouch_pressed_last = false
_crouch_current = 0.0
_crouch_target = 0.0
_update_crouch(0.0)