Files
Billiards/controllers/game/modes/8_ball.gd

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class_name Ball8 extends BaseMode
func _init() -> void:
pass
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func reap_ball(ball: Node3D) -> void:
super(ball)
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if ball.name == "08_ball":
# TODO: 8 ball must not be be destroyed. Handle rule...
ball_states[ball.name]["is_foul"] = true
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func process_ball(ball: Node3D) -> void:
super(ball)
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if ball.name == "08_ball":
# TODO: 8 ball must be sunk last. Handle rule...
ball_states[ball.name]["is_foul"] = true
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func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
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var is_player_1: bool = "Player 1" == get_player()
var switch_player: bool = true
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if not balls_reaped.is_empty():
for ball_name in balls_reaped:
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if is_player_1:
player_1_points -= ball_states[ball_name]["points"]
else:
player_2_points -= ball_states[ball_name]["points"]
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balls_reaped.clear()
if not balls_sunk.is_empty():
# TODO: Handle points, etc, insure 8-ball not sunk unless last
# Insure we process stripped vs solid ball and apropriate points accordingly
# ball_states[ball.name]["is_foul"] = true
switch_player = false
balls_sunk.clear()
if ball_states_finalized():
process_win_condition()
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return
if switch_player:
Globals.game_state.switch_active_player()
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turn_count += 1
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func process_win_condition() -> void:
pass