Files
tactical-shooter/addons/netfox.internals/graph.gd
T
shawn b0c83af092 Fresh start: replace with naxIO/netfox-cs-sample foundation
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>
2026-07-02 20:55:20 -04:00

58 lines
1.3 KiB
GDScript

extends RefCounted
class_name _Graph
# Represents a graph, in the sense of a set of nodes, arbitrarily connected by
# links
var _links_from := {} # `from` to `to[]`
var _links_to := {} # `to` to `from[]`
func link(from: Variant, to: Variant) -> void:
if has_link(from, to):
return
_append(_links_from, from, to)
_append(_links_to, to, from)
func unlink(from: Variant, to: Variant) -> void:
_erase(_links_from, from, to)
_erase(_links_to, to, from)
func erase(node: Variant) -> void:
var links_to := _links_from.get(node, [])
var links_from := _links_to.get(node, [])
_links_from.erase(node)
_links_to.erase(node)
for link in links_to:
_erase(_links_to, link, node)
for link in links_from:
_erase(_links_from, link, node)
func get_linked_from(from: Variant) -> Array:
return _links_from.get(from, [])
func get_linked_to(to: Variant) -> Array:
return _links_to.get(to, [])
func has_link(from: Variant, to: Variant) -> bool:
return get_linked_from(from).has(to)
func _append(pool: Dictionary, key: Variant, value: Variant) -> void:
if not pool.has(key):
pool[key] = [value]
else:
pool[key].append(value)
func _erase(pool: Dictionary, key: Variant, value: Variant) -> void:
if not pool.has(key):
return
var values := pool[key] as Array
values.erase(value)
if values.is_empty():
pool.erase(key)