extends Node2D class_name GolfTee ## Emitted when all connected [GolfBall]s have entered the hole. signal everyone_entered_hole ## The [GolfBall] [PackedScene] to [method spawn]. const ball_scene: PackedScene = preload("res://scenes/golf_ball.tscn") func get_golfball(playernode: PlayerNode) -> GolfBall: var nname = playernode.player_name return get_node_or_null(nname) ## Add a new [GolfBall] from [field ball_scene], initialize it with details from the given [PlayerNode], and return it. func spawn(playernode: PlayerNode, tposition: Vector2 = Vector2.ZERO, tstrokes: int = 0, thole: bool = false) -> GolfBall: # Create the [GolfBall] var obj: GolfBall = ball_scene.instantiate() # Setup the initial values obj.position = tposition obj.name = playernode.player_name obj.strokes = tstrokes obj.player_name = playernode.player_name obj.player_color = playernode.player_color obj.set_multiplayer_authority(playernode.get_multiplayer_authority()) obj.putt_controller.can_putt = not multiplayer.is_server() and playernode.is_multiplayer_authority() if thole: obj.enter_hole() # Create callables to be able to cleanup signals on destruction var on_name_changed: Callable = _on_name_changed.bind(obj) var on_color_changed: Callable = _on_color_changed.bind(obj) var on_possessed: Callable = _on_possessed.bind(obj) var on_cleanup: Callable = _on_cleanup.bind(playernode, on_name_changed, on_color_changed, on_possessed) # Setup signals to keep properties updated playernode.name_changed.connect(on_name_changed) playernode.color_changed.connect(on_color_changed) playernode.possessed.connect(on_possessed) obj.tree_exiting.connect(on_cleanup) obj.putt_controller.putt.connect(_on_putt_performed.bind(playernode, obj)) obj.entered_hole.connect(_on_entered_hole.bind(playernode)) # Add the golf ball as a child of the tee add_child(obj, true) # Return the created [GolfBall] return obj func is_everyone_in_hole() -> bool: for child in get_children(): var ball: GolfBall = child as GolfBall if ball == null: # Ignore collision sounds continue if ball.get_multiplayer_authority() == 1: continue if not ball.in_hole: return false return true func _on_name_changed(old: String, new: String, obj: GolfBall) -> void: Log.peer(self, "PlayerNode changed name, updating it on GolfBall: %s → %s" % [old, new]) obj.name = new obj.player_name = new func _on_color_changed(old: Color, new: Color, obj: GolfBall) -> void: Log.peer(self, "PlayerNode changed color, updating it on GolfBall: %s → %s" % [old, new]) obj.player_color = new func _on_possessed(old: int, new: int, obj: GolfBall) -> void: Log.peer(self, "PlayerNode changed owner, updating it on GolfBall: %d → %d" % [old, new]) obj.set_multiplayer_authority(new) obj.putt_controller.can_putt = is_multiplayer_authority() if new == 1: obj.hide() else: obj.show() func _on_putt_performed(_dir: Vector2, playernode: PlayerNode, obj: GolfBall) -> void: playernode.putt_performed.emit(obj) func _on_cleanup(playernode: PlayerNode, on_name_changed: Callable, on_color_changed: Callable, on_possessed: Callable) -> void: playernode.name_changed.disconnect(on_name_changed) playernode.color_changed.disconnect(on_color_changed) playernode.possessed.disconnect(on_possessed) func _on_entered_hole(strokes: int, playernode: PlayerNode) -> void: if playernode.is_multiplayer_authority(): playernode.report_score(strokes) if is_everyone_in_hole(): everyone_entered_hole.emit()