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https://github.com/Steffo99/nanogolf.git
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108 lines
3.5 KiB
GDScript
108 lines
3.5 KiB
GDScript
extends Node
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class_name PlayerNode
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## Remove problematic characters from the player's name
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static func sanitize_player_name(s: String) -> String:
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return s.replace("/", "_").replace("*", "_").replace(" ", "_")
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## The name of the player represented by this node.
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var player_name: String
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## The color of the player represented by this node.
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var player_color: Color
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## The scores of the player in all holes.
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var hole_scores: Array = []
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## Change the [field player_name] everywhere.
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@rpc("authority", "call_local", "reliable")
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func rpc_set_name(value: String):
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if player_name != value:
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var old_value: String = player_name
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player_name = PlayerNode.sanitize_player_name(value)
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name = PlayerNode.sanitize_player_name(value)
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name_changed.emit(old_value, value)
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## Change the [field player_color] everywhere.
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@rpc("authority", "call_local", "reliable")
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func rpc_set_color(value: Color):
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if player_color != value:
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var old_value: Color = player_color
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player_color = value
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color_changed.emit(old_value, value)
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## Change the multiplayer authority on the local client.
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##
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## Used by [PlayerNodeDirectory], provided here for the purpose of signal emission.
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func possess(value: int) -> void:
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var old_value: int = get_multiplayer_authority()
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if old_value != value:
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set_multiplayer_authority(value)
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possessed.emit(old_value, value)
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## Prompt the multiplayer authority for this node to call [method rpc_set_name] again with the current value.
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##
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## Used to repeat [field player_name] to new peers.
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@rpc("any_peer", "call_local", "reliable")
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func rpc_query_name():
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if is_multiplayer_authority():
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rpc_set_name.rpc(player_name)
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## Prompt the multiplayer authority for this node to call [method rpc_set_color] again with the current value.
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##
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## Used to repeat [field player_color] to new peers.
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@rpc("any_peer", "call_local", "reliable")
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func rpc_query_color():
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if is_multiplayer_authority():
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rpc_set_color.rpc(player_color)
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## Add a new score entry to the [field hole_scores].
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func report_score(strokes: int) -> void:
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assert(is_multiplayer_authority())
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rpc_report_score.rpc(strokes)
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var tscores = hole_scores.duplicate(true)
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tscores.push_back(strokes)
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rpc_set_scores.rpc(tscores)
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## Emit [signal score_reported] everywhere.
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@rpc("authority", "call_local", "reliable")
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func rpc_report_score(strokes: int):
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score_reported.emit(strokes)
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## Change the [field hole_scores] everywhere.
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@rpc("authority", "call_local", "reliable")
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func rpc_set_scores(value: Array):
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var old_value: Array = hole_scores
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if old_value != value: # How does this behave?
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hole_scores = value
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scores_changed.emit(old_value, value)
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## Prompt the multiplayer authority for this node to call [method rpc_set_scores] again with the current value.
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##
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## Used to repeat [field hole_scores] to new peers.
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@rpc("any_peer", "call_local", "reliable")
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func rpc_query_scores():
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if is_multiplayer_authority():
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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].
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signal name_changed(old: String, new: String)
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## Emitted when the color changes on the local scene because of [method rpc_set_color].
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signal color_changed(old: Color, new: Color)
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## Emitted when the multiplayer authority of this [Node] is changed via [method possess].
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signal possessed(old: int, new: int)
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## Emitted when a new hole score has been reported.
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signal score_reported(strokes: int)
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## Emitted when the hole scores have changed because of [method rpc_set_scores].
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signal scores_changed(old: Array, new: Array)
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