4a5264c5b0
- Replaced TeamData.Team type hints with int in all scripts - Added explicit preloads for headless mode class resolution - Created stub LagCompensation and DamageProcessor scripts - Fixed PluginManager, SpawnManager, EconomyManager, BuyZone, RoundManager, BuyMenuHandler, BombObjective class_name references - Updated server config to match ServerConfig.gd format Gray screen root cause: server scripts failed to parse in headless mode due to Godot 4 class_name loading order (Resource after Node), leaving server_main.gd non-functional — accepted connections but never spawned players.
38 lines
1.2 KiB
GDScript
38 lines
1.2 KiB
GDScript
## DamageProcessor — applies hit results, tracks health and kills.
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## Minimal stub for server startup compatibility.
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extends Node
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## class_name DamageProcessor — commented out for headless compatibility
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signal player_damaged(victim_entity_id, shooter_entity_id, damage, killed)
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signal player_killed(victim_entity_id, killer_entity_id)
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var _health: Dictionary = {} # entity_id → current_health
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const MAX_HEALTH = 100
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func register_entity(entity_id: int) -> void:
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_health[entity_id] = MAX_HEALTH
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func unregister_entity(entity_id: int) -> void:
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_health.erase(entity_id)
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func apply_damage(victim_entity_id: int, shooter_entity_id: int, damage: float, weapon_id: String = "") -> Dictionary:
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var current = _health.get(victim_entity_id, MAX_HEALTH)
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current -= damage
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_health[victim_entity_id] = current
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var killed = current <= 0.0
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if killed:
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_health[victim_entity_id] = MAX_HEALTH # reset for respawn
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player_killed.emit(victim_entity_id, shooter_entity_id)
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player_damaged.emit(victim_entity_id, shooter_entity_id, damage, killed)
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return {
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damage_dealt = damage,
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killed = killed,
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remaining_health = max(current, 0.0),
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}
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func get_health(entity_id: int) -> float:
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return _health.get(entity_id, MAX_HEALTH)
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func reset_all() -> void:
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_health.clear()
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