Files
tactical-shooter/test/snapshot-fixtures.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

53 lines
1.4 KiB
GDScript

extends Object
class_name SnapshotFixtures
static func state_snapshot(p_position: Vector3 = Vector3.ONE) -> _PropertySnapshot:
return _PropertySnapshot.from_dictionary({
":position": p_position,
":velocity": Vector3.ZERO,
":health": 100.
})
static func state_properties() -> Array[String]:
var result: Array[String] = [
":position",
":velocity",
":health"
]
return result
static func state_propery_entries(root_node: Node) -> Array[PropertyEntry]:
var result: Array[PropertyEntry] = []
result.assign(state_properties().map(func(path):
return PropertyEntry.parse(root_node, path)
))
return result
static func state_node() -> StateNode:
return StateNode.new()
static func input_snapshot(p_movement: Vector3 = Vector3.ONE) -> _PropertySnapshot:
return _PropertySnapshot.from_dictionary({
"Input:movement": p_movement,
"Input:is_jumping": false
})
static func input_property_entries(root_node: Node) -> Array[PropertyEntry]:
var result: Array[PropertyEntry] = []
result.append(PropertyEntry.parse(root_node, "Input:movement"))
result.append(PropertyEntry.parse(root_node, "Input:is_jumping"))
return result
static func input_node() -> InputNode:
var result := InputNode.new()
result.name = "Input"
return result
class InputNode extends Node:
var movement := Vector3.ZERO
var is_jumping := false
class StateNode extends Node3D:
var health := 100.