major refactor(game-modes): centralize scoring and turn handling

* Move common ball recording, scoring, and turn-switching logic into `BaseMode`
* Add hooks for mode-specific ball handling and turn behavior
* Simplify 8-ball and 9-ball modes to use `LastBallMode`
* Update Snooker to use the new ball-processing hooks
* Remove duplicated scoring and turn-management code
This commit is contained in:
2026-08-13 00:16:09 -05:00
parent 7be84d8591
commit 409680b94a
8 changed files with 126 additions and 240 deletions

View File

@@ -1,54 +1,5 @@
class_name Ball8 extends BaseMode
class_name Ball8 extends LastBallMode
func _init() -> void:
pass
func reap_ball(ball: Node3D) -> void:
super(ball)
if ball.name == "08_ball":
# TODO: 8 ball must not be be destroyed. Handle rule...
ball_states[ball.name]["is_foul"] = true
func process_ball(ball: Node3D) -> void:
super(ball)
if ball.name == "08_ball":
# TODO: 8 ball must be sunk last. Handle rule...
ball_states[ball.name]["is_foul"] = true
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
var is_player_1: bool = "Player 1" == get_player()
var switch_player: bool = true
if not balls_reaped.is_empty():
for ball_name in balls_reaped:
if is_player_1:
player_1_points -= ball_states[ball_name]["points"]
else:
player_2_points -= ball_states[ball_name]["points"]
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()
return
if switch_player:
Globals.game_state.switch_active_player()
turn_count += 1
func process_win_condition() -> void:
pass
func _init() -> void:
final_ball_name = "08_ball"