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(" ", "_") ## 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 ## The scores of the player in all holes. var hole_scores: Array = [] ## 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) 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) ## 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) ## 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) ## 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)