Files
tactical-shooter/client/weapons/scripts/tactical_weapon_hitscan.gd
T
shawn e7299b17e9 Phase 7: netfox + godot-jolt stack upgrade
Stack installed:
- netfox v1.35.3 (core + extras + noray + internals)
- godot-jolt v0.16.0-stable

Architecture:
- Server: ENet transport (works headless, no netfox deps)
- Client/Editor: netfox rollback (RollbackSynchronizer, TickInterpolator)

New/modified:
- docs/migration-netfox-plan.md — migration architecture
- scripts/network/network_manager.gd — netfox-aware ENet fallback
- scripts/network/player.gd — clean base player
- client/characters/player_netfox.gd — rollback player w/ WeaponManager
- client/characters/input/player_net_input.gd — BaseNetInput subclass
- client/characters/character/fps_character_controller.gd — netfox input feed
- client/weapons/ — weapon data, registry, TacticalWeaponHitscan, WeaponManager
- client/scripts/round_replicator.gd — client-side round state bridge
- server/scripts/round_manager.gd — improved state machine
- server/scripts/plugin_api/plugin_manager.gd — refined plugin system
- config: enemy_tag, ally_tag for meatball targeting

Removed: old C++ SimulationServer GDExtension (replaced by netfox rollback)
2026-07-02 17:39:22 -04:00

90 lines
2.9 KiB
GDScript

## TacticalWeaponHitscan — rollback-aware hitscan weapon for the tactical shooter.
##
## Extends NetworkWeaponHitscan3D with per-limb damage, team checks,
## and headshot detection.
##
## This script is ONLY loaded from client scenes where netfox is active.
## The server handles damage authority directly.
extends "res://addons/netfox.extras/weapon/network-weapon-hitscan-3d.gd"
class_name TacticalWeaponHitscan
## Weapon data resource (stats) — set on spawn
var weapon_data: WeaponData = null
## Weapon owner's peer ID — set on spawn
var owner_peer_id: int = -1
## Cooldown tick for rate-of-fire limiting
var _last_fire_tick: int = -1
func _can_fire() -> bool:
if weapon_data == null:
return false
if weapon_data.fire_mode == WeaponData.FireMode.MELEE:
return true # Melee always "can fire"
# Rate-of-fire check using network tick
var nt = Engine.get_singleton(&"NetworkTime")
if nt == null:
return true
var current_tick := nt.tick if nt.has_method(&"get_tick") else 0
if _last_fire_tick >= 0:
var tick_interval := maxi(1, int(weapon_data.fire_rate / 64.0))
if current_tick - _last_fire_tick < tick_interval:
return false
return true
func _can_peer_use(peer_id: int) -> bool:
return peer_id == owner_peer_id
func _after_fire():
# Track fire tick for cooldown
var nt = Engine.get_singleton(&"NetworkTime")
if nt != null:
_last_fire_tick = nt.tick if nt.has_method(&"get_tick") else 0
## Handle a raycast hit — called on ALL peers with rollback reconciliation.
func _on_hit(result: Dictionary):
if weapon_data == null:
return
if not multiplayer.is_server() and not is_multiplayer_authority():
return # Only server/authority applies damage
var collider := result.get("collider")
if collider == null:
return
# Determine limb hit via collision groups
var damage_multiplier: float = weapon_data.chest_multiplier
var is_headshot := false
if collider is Node:
if collider.is_in_group(&"head"):
damage_multiplier = weapon_data.headshot_multiplier
is_headshot = true
elif collider.is_in_group(&"chest"):
damage_multiplier = weapon_data.chest_multiplier
elif collider.is_in_group(&"waist"):
damage_multiplier = weapon_data.waist_multiplier
elif collider.is_in_group(&"legs"):
damage_multiplier = weapon_data.leg_multiplier
var final_damage := int(weapon_data.damage * damage_multiplier)
# Find the player node from the collider
var player := _find_player(collider)
if player != null and player.has_method(&"apply_damage"):
if is_headshot:
print("[TacticalWeapon] HEADSHOT on %s for %d" % [player.name, final_damage])
player.apply_damage(final_damage, owner_peer_id, weapon_data.weapon_id)
## Find a player node walking up the scene tree.
func _find_player(node: Node) -> Node:
var current = node
while current != null:
if current.has_method(&"apply_damage") or current.is_in_group(&"players"):
return current
current = current.get_parent()
return null