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

@@ -4,93 +4,41 @@ class_name Snooker extends BaseMode
# yellow (2 points), green (3), brown (4), blue (5), pink (6), black (7).
var COLORED_BALLS: Array[String] = [
"yellow_ball", "green_ball", "brown_ball",
"blue_ball", "pink_ball", "black_ball"
]
var COLORED_BALLS_POINTS: Array[int] = [
2, 3, 4,
5, 6, 7
]
const COLORED_BALLS := {
"yellow_ball": 2, "green_ball": 3, "brown_ball": 4,
"blue_ball": 5, "pink_ball": 6, "black_ball": 7,
}
func _init() -> void:
func _init() -> void:
pass
func generate_ball_states() -> Dictionary:
var state: Dictionary = {}
for i in COLORED_BALLS.size():
var ball_name = COLORED_BALLS[i]
var points = COLORED_BALLS_POINTS[i]
for ball_name in COLORED_BALLS:
state[ball_name] = BALL_STATE.duplicate_deep()
state[ball_name]["points"] = points
state[ball_name]["points"] = COLORED_BALLS[ball_name]
# NOTE: Red balls
for i: int in range(1, 16):
var ball_name = "%02d_ball" % i
var ball_name := "%02d_ball" % i
state[ball_name] = BALL_STATE.duplicate_deep()
state[ball_name]["points"] = 1
ball_states = state
return state
func is_colored_ball(ball_name: String) -> bool:
return ball_name in COLORED_BALLS
func reap_ball(ball: Node3D) -> void:
super(ball)
if is_colored_ball(ball.name):
# TODO: Colored ball must not be be destroyed. Handle rule...
func on_ball_reaped(ball: Node3D) -> void:
if ball.name in COLORED_BALLS:
ball_states[ball.name]["is_foul"] = true
func process_ball(ball: Node3D) -> void:
super(ball)
func on_ball_sunk(ball: Node3D) -> void:
if ball.name in COLORED_BALLS:
# TODO: Check whether a red ball has been sunk first.
ball_states[ball.name]["is_foul"] = true
if is_colored_ball(ball.name):
# TODO: Colored ball must not be be processed before red ball sunk.
# Handle rule...
var red_ball_sunk = true
if not red_ball_sunk:
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():
# NOTE: Handle points, etc, insure color ball not sunk before red ball
for ball_name in balls_sunk:
if is_player_1:
player_1_points += ball_states[ball_name]["points"]
else:
player_2_points += ball_states[ball_name]["points"]
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 score_sunk_balls() -> bool:
return true
func process_win_condition() -> void:
pass