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algodist-steffo-nanogolf/scenes/playernode.gd

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GDScript3
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extends Node
class_name PlayerNode
## Remove problematic characters from the player's name
static func sanitize_player_name(s: String) -> String:
return s.replace("/", "_").replace("*", "_").replace(" ", "_")
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## The name of the player represented by this node.
var player_name: String
## The color of the player represented by this node.
var player_color: Color
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## The scores of the player in all holes.
var hole_scores: Array = []
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## Change the [field player_name] everywhere.
@rpc("authority", "call_local", "reliable")
func rpc_set_name(value: String):
if player_name != value:
var old_value: String = player_name
player_name = PlayerNode.sanitize_player_name(value)
name = PlayerNode.sanitize_player_name(value)
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name_changed.emit(old_value, value)
## Change the [field player_color] everywhere.
@rpc("authority", "call_local", "reliable")
func rpc_set_color(value: Color):
if player_color != value:
var old_value: Color = player_color
player_color = value
color_changed.emit(old_value, value)
## Change the multiplayer authority on the local client.
##
## Used by [PlayerNodeDirectory], provided here for the purpose of signal emission.
func possess(value: int) -> void:
var old_value: int = get_multiplayer_authority()
if old_value != value:
set_multiplayer_authority(value)
possessed.emit(old_value, value)
## Prompt the multiplayer authority for this node to call [method rpc_set_name] again with the current value.
##
## Used to repeat [field player_name] to new peers.
@rpc("any_peer", "call_local", "reliable")
func rpc_query_name():
if is_multiplayer_authority():
rpc_set_name.rpc(player_name)
## Prompt the multiplayer authority for this node to call [method rpc_set_color] again with the current value.
##
## Used to repeat [field player_color] to new peers.
@rpc("any_peer", "call_local", "reliable")
func rpc_query_color():
if is_multiplayer_authority():
rpc_set_color.rpc(player_color)
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## Add a new score entry to the [field hole_scores].
func report_score(strokes: int) -> void:
assert(is_multiplayer_authority())
rpc_report_score.rpc(strokes)
var tscores = hole_scores.duplicate(true)
tscores.push_back(strokes)
rpc_set_scores.rpc(tscores)
## Emit [signal score_reported] everywhere.
@rpc("authority", "call_local", "reliable")
func rpc_report_score(strokes: int):
score_reported.emit(strokes)
## Change the [field hole_scores] everywhere.
@rpc("authority", "call_local", "reliable")
func rpc_set_scores(value: Array):
var old_value: Array = hole_scores
if old_value != value: # How does this behave?
hole_scores = value
scores_changed.emit(old_value, value)
## Prompt the multiplayer authority for this node to call [method rpc_set_scores] again with the current value.
##
## Used to repeat [field hole_scores] to new peers.
@rpc("any_peer", "call_local", "reliable")
func rpc_query_scores():
if is_multiplayer_authority():
rpc_set_scores.rpc(hole_scores)
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## Emitted when the name changes on the local scene because of [method rpc_set_name].
signal name_changed(old: String, new: String)
## Emitted when the color changes on the local scene because of [method rpc_set_color].
signal color_changed(old: Color, new: Color)
## Emitted when the multiplayer authority of this [Node] is changed via [method possess].
signal possessed(old: int, new: int)
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## Emitted when a new hole score has been reported.
signal score_reported(strokes: int)
## Emitted when the hole scores have changed because of [method rpc_set_scores].
signal scores_changed(old: Array, new: Array)