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

@@ -28,11 +28,74 @@ var BALL_STATE: Dictionary = {
}
func _init() -> void:
func _process_reaped_balls(player: String) -> void:
for ball_name in balls_reaped:
_add_points(player, -ball_states[ball_name]["points"])
balls_reaped.clear()
func _process_sunk_balls(player: String) -> void:
for ball_name in balls_sunk:
_add_points(player, ball_states[ball_name]["points"])
balls_sunk.clear()
func _record_ball(
ball: Node3D,
state_key: String,
tracker: Array
) -> void:
tracker.append(ball.name)
ball_states[ball.name]["turn"] = turn_count
ball_states[ball.name]["player"] = get_player()
ball_states[ball.name][state_key] = true
func _add_points(player: String, amount: int) -> void:
if player == "Player 1":
player_1_points += amount
else:
player_2_points += amount
func get_player() -> String:
return (
"Player 1"
if Globals.game_data.client1 ==
Globals.multiplayer_data.current_turn_player_id
else
"Player 2"
)
# NOTE: Override when a mode doesn't awards points for sunk balls.
func score_sunk_balls() -> bool:
return true
# NOTE: Override when a mode shouldn't keep the player's turn after a legal sink.
func keep_turn_after_sink() -> bool:
return true
# NOTE: Override when a modehas extra processing such as
# checking if solid or striped ball.
func on_ball_reaped(_ball: Node3D) -> void:
pass
# NOTE: Override when a modehas extra processing such as
# checking if solid or striped ball.
func on_ball_sunk(_ball: Node3D) -> void:
pass
func reap_ball(ball: Node3D) -> void:
_record_ball(ball, "reaped", balls_reaped)
on_ball_reaped(ball)
func process_ball(ball: Node3D) -> void:
_record_ball(ball, "sunk", balls_sunk)
on_ball_sunk(ball)
func generate_ball_states() -> Dictionary:
var state := {}
var state: Dictionary = {}
for i: int in range(1, 16):
var ball_name = "%02d_ball" % i
@@ -41,6 +104,26 @@ func generate_ball_states() -> Dictionary:
return state
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
var player: String = get_player()
var no_sunk_balls: bool = balls_sunk.is_empty()
_process_reaped_balls(player)
if score_sunk_balls():
_process_sunk_balls(player)
if ball_states_finalized():
process_win_condition()
return
if no_sunk_balls or not keep_turn_after_sink():
Globals.game_state.switch_active_player()
turn_count += 1
func ball_states_finalized() -> bool:
for ball_state in ball_states.values():
if ball_state["reaped"] or ball_state["sunk"]:
@@ -52,28 +135,3 @@ func ball_states_finalized() -> bool:
func process_win_condition() -> void:
assert(false, "This method needs to be overridden...")
func get_player() -> String:
return \
"Player 1" \
if \
Globals.game_data.client1 == Globals.multiplayer_data.current_turn_player_id \
else \
"Player 2"
func reap_ball(ball: Node3D) -> void:
balls_reaped.append(ball.name)
ball_states[ball.name]["turn"] = turn_count
ball_states[ball.name]["player"] = get_player()
ball_states[ball.name]["reaped"] = true
func process_ball(ball: Node3D) -> void:
balls_sunk.append(ball.name)
ball_states[ball.name]["turn"] = turn_count
ball_states[ball.name]["player"] = get_player()
ball_states[ball.name]["sunk"] = true
func handle_switch_user() -> void:
assert(false, "This method needs to be overridden...")