2026-08-07 02:50:54 -05:00
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class_name BaseMode extends Node
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# NOTE: The ball's queue_free is called higher up and after game mode handles
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# the ball. Never call it in a given game mode. A game mode should handle
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# these signals to handle game related rules regarding ball sinks.
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2026-08-12 22:14:03 -05:00
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var turn_count: int = 1
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var player_1_points: int = 0
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var player_2_points: int = 0
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2026-08-10 21:22:52 -05:00
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2026-08-11 23:59:30 -05:00
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# NOTE: Kinda a super tracker of balls. Not all entries
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# generated are used depending on the game type.
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2026-08-12 22:14:03 -05:00
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var ball_states: Dictionary = {}
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2026-08-07 02:50:54 -05:00
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2026-08-11 23:59:30 -05:00
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# NOTE: Used to track handoff logic and is cleared after eah switch accordingly.
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2026-08-12 22:14:03 -05:00
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var balls_sunk: Array = []
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var balls_reaped: Array = []
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2026-08-11 23:59:30 -05:00
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# NOTE: Kinda a super tracker of the state of a ball.
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# Not all entries are used depending on the game type.
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2026-08-12 22:14:03 -05:00
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var BALL_STATE: Dictionary = {
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"turn": 0,
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"player": "",
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"sunk": false,
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"reaped": false,
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"is_foul": false,
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"points": 0,
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2026-08-07 02:50:54 -05:00
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}
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2026-08-14 03:38:04 -05:00
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# NOTE: Override when a mode doesn't award points for a sunk balls.
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func score_sunk_balls() -> bool:
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return true
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# NOTE: Override when a mode shouldn't keep the player's turn after a legal sink.
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func keep_turn_after_sink() -> bool:
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return true
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func get_player() -> String:
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return (
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"Player 1"
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if Globals.game_data.client1 ==
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Globals.multiplayer_data.current_turn_player_id
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else
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"Player 2"
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)
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# NOTE: Handled before 'handle_switch_user' for early bail out if invalid reap.
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func reap_ball(ball: Node3D) -> void:
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_record_ball(ball, "reaped", balls_reaped)
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on_ball_reaped(ball)
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2026-08-11 23:59:30 -05:00
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2026-08-14 03:38:04 -05:00
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# NOTE: Override when a mode has extra processing such as
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# checking if solid or striped ball. Or 8-ball not sunk last.
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func on_ball_reaped(_ball: Node3D) -> void:
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pass
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# NOTE: Handled in 'handle_switch_user'
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2026-08-13 00:16:09 -05:00
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func _process_reaped_balls(player: String) -> void:
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for ball_name in balls_reaped:
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_add_points(player, -ball_states[ball_name]["points"])
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balls_reaped.clear()
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2026-08-14 03:38:04 -05:00
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# NOTE: Handled before 'handle_switch_user' for early bail out if invalid sink.
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func process_ball(ball: Node3D) -> void:
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_record_ball(ball, "sunk", balls_sunk)
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on_ball_sunk(ball)
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# NOTE: Override when a mode has extra processing such as
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# checking if solid or striped ball. Or 8-ball not sunk last.
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func on_ball_sunk(_ball: Node3D) -> void:
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pass
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# NOTE: Handled in 'handle_switch_user'
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2026-08-13 00:16:09 -05:00
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func _process_sunk_balls(player: String) -> void:
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for ball_name in balls_sunk:
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_add_points(player, ball_states[ball_name]["points"])
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balls_sunk.clear()
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2026-08-14 03:38:04 -05:00
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func _add_points(player: String, amount: int) -> void:
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if player == "Player 1":
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player_1_points += amount
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else:
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player_2_points += amount
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2026-08-13 00:16:09 -05:00
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func _record_ball(
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ball: Node3D,
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state_key: String,
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tracker: Array
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) -> void:
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tracker.append(ball.name)
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ball_states[ball.name]["turn"] = turn_count
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ball_states[ball.name]["player"] = get_player()
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ball_states[ball.name][state_key] = true
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2026-08-12 22:14:03 -05:00
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func generate_ball_states() -> Dictionary:
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2026-08-13 00:16:09 -05:00
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var state: Dictionary = {}
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2026-08-10 21:22:52 -05:00
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for i: int in range(1, 16):
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2026-08-11 23:59:30 -05:00
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var ball_name = "%02d_ball" % i
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state[ball_name] = BALL_STATE.duplicate_deep()
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state[ball_name]["points"] = i
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2026-08-07 02:50:54 -05:00
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return state
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2026-08-14 03:38:04 -05:00
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# NOTE: For testing end state. Keep below commented out.
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#func generate_ball_states() -> Dictionary:
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#var state: Dictionary = {}
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#
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#for i: int in range(1, 16):
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#var ball_name = "%02d_ball" % i
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#state[ball_name] = BALL_STATE.duplicate_deep()
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#state[ball_name]["turn"] = i
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#state[ball_name]["player"] = "Player " + str( 1 if randi() % 2 else 2 )
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#state[ball_name]["sunk"] = true
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#state[ball_name]["is_foul"] = (randi() % 10 == 0)
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#state[ball_name]["points"] = i
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#
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#return state
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# End for testing end state. Keep above commented out.
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2026-08-13 00:16:09 -05:00
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func handle_switch_user() -> void:
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push_warning("Balls reaped: ", balls_reaped.size() )
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push_warning("Balls sunk: ", balls_sunk.size() )
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var player: String = get_player()
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var no_sunk_balls: bool = balls_sunk.is_empty()
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_process_reaped_balls(player)
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if score_sunk_balls():
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_process_sunk_balls(player)
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if ball_states_finalized():
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process_win_condition()
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return
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if no_sunk_balls or not keep_turn_after_sink():
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Globals.game_state.switch_active_player()
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turn_count += 1
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2026-08-12 22:14:03 -05:00
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func ball_states_finalized() -> bool:
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for ball_state in ball_states.values():
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if ball_state["reaped"] or ball_state["sunk"]:
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continue
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2026-08-07 02:50:54 -05:00
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2026-08-12 22:14:03 -05:00
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return false
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return true
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2026-08-14 03:38:04 -05:00
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func process_win_condition() -> String:
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var sub_message: String = \
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(
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"Player "
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+ str( 1 if player_1_points > player_2_points else 2 )
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+ " Won!"
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)
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var message: String = \
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(
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"=================================================="
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+ "\n" + Globals.game_data.get_mode_pretty() + " Game Over\n"
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+ sub_message +
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"\n=================================================="
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)
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push_warning(message)
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MessageBus.emit_propagation_clients_only.rpc("declare_win_condition", message)
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return message
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