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
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@@ -28,11 +28,74 @@ var BALL_STATE: Dictionary = {
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}
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func _init() -> void:
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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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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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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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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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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: Override when a mode doesn't awards points for 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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# NOTE: Override when a modehas extra processing such as
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# checking if solid or striped ball.
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func on_ball_reaped(_ball: Node3D) -> void:
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pass
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# NOTE: Override when a modehas extra processing such as
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# checking if solid or striped ball.
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func on_ball_sunk(_ball: Node3D) -> void:
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pass
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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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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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func generate_ball_states() -> Dictionary:
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var state := {}
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var state: Dictionary = {}
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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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@@ -41,6 +104,26 @@ func generate_ball_states() -> Dictionary:
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return state
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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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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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@@ -52,28 +135,3 @@ func ball_states_finalized() -> bool:
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func process_win_condition() -> void:
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assert(false, "This method needs to be overridden...")
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func get_player() -> String:
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return \
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"Player 1" \
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if \
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Globals.game_data.client1 == Globals.multiplayer_data.current_turn_player_id \
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else \
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"Player 2"
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func reap_ball(ball: Node3D) -> void:
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balls_reaped.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]["reaped"] = true
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func process_ball(ball: Node3D) -> void:
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balls_sunk.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]["sunk"] = true
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func handle_switch_user() -> void:
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assert(false, "This method needs to be overridden...")
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