Files
tactical-shooter/examples/forest-brawl/scripts/displacer.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

75 lines
2.1 KiB
GDScript

extends Node3D
@export var duration: float = 0.5
@export var strength: float = 1.0
@export var shape: Shape3D = SphereShape3D.new()
var birth_tick: int
var death_tick: int
var despawn_tick: int
var fired_by: Node
var _logger := NetfoxLogger.new("fb", "Displacer")
func _ready():
birth_tick = NetworkTime.tick
death_tick = birth_tick + NetworkTime.seconds_to_ticks(duration)
despawn_tick = death_tick + NetworkRollback.history_limit
NetworkRollback.on_process_tick.connect(_rollback_tick)
NetworkTime.on_tick.connect(_tick)
# Run from birth tick on next loop
NetworkRollback.notify_resimulation_start(birth_tick)
(func():
_logger.debug("Created explosion at %s@%d", [global_position, birth_tick])
).call_deferred()
func _rollback_tick(tick: int):
if tick < birth_tick or tick > death_tick:
# Tick outside of range
return
var strength_factor := inverse_lerp(death_tick, birth_tick, tick)
strength_factor = clampf(strength_factor, 0., 1.)
strength_factor = pow(strength_factor, 2)
for brawler in _get_overlapping_brawlers():
var diff := brawler.global_position - global_position
var f := clampf(1.0 / (1.0 + diff.length_squared()), 0.0, 1.0)
var offset := Vector3(diff.x, max(0, diff.y), diff.z).normalized()
offset *= strength_factor * strength * f * NetworkTime.ticktime
brawler.shove(offset)
NetworkRollback.mutate(brawler)
if brawler != fired_by:
brawler.register_hit(fired_by)
func _tick(_delta, tick):
if tick >= death_tick:
visible = false
if tick > despawn_tick:
queue_free()
func _get_overlapping_brawlers() -> Array[BrawlerController]:
var result: Array[BrawlerController] = []
var state := get_world_3d().direct_space_state
var query := PhysicsShapeQueryParameters3D.new()
query.shape = shape
query.transform = global_transform
# TODO: Move map geo and brawlers to separate layers, so map doesn't clog up
# the 32 max_results - this would enable bigger collision shapes
var hits := state.intersect_shape(query)
for hit in hits:
var hit_object = hit["collider"]
if hit_object is BrawlerController:
result.push_back(hit_object)
return result