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: func _init() -> void:
pass final_ball_name = "08_ball"
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

View File

@@ -1,54 +1,5 @@
class_name Ball9 extends BaseMode class_name Ball9 extends LastBallMode
func _init() -> void: func _init() -> void:
pass final_ball_name = "09_ball"
func reap_ball(ball: Node3D) -> void:
super(ball)
if ball.name == "09_ball":
# TODO: 9 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 == "09_ball":
# TODO: 9 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 9-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

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 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: func generate_ball_states() -> Dictionary:
var state := {} var state: Dictionary = {}
for i: int in range(1, 16): for i: int in range(1, 16):
var ball_name = "%02d_ball" % i var ball_name = "%02d_ball" % i
@@ -41,6 +104,26 @@ func generate_ball_states() -> Dictionary:
return state 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: func ball_states_finalized() -> bool:
for ball_state in ball_states.values(): for ball_state in ball_states.values():
if ball_state["reaped"] or ball_state["sunk"]: if ball_state["reaped"] or ball_state["sunk"]:
@@ -52,28 +135,3 @@ func ball_states_finalized() -> bool:
func process_win_condition() -> void: func process_win_condition() -> void:
assert(false, "This method needs to be overridden...") 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...")

View File

@@ -4,45 +4,6 @@ class_name FreeBall extends BaseMode
func _init() -> void: func _init() -> void:
pass pass
func reap_ball(ball: Node3D) -> void:
super(ball)
func process_ball(ball: Node3D) -> void:
super(ball)
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():
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 process_win_condition() -> void: func process_win_condition() -> void:
pass pass

View File

@@ -21,5 +21,5 @@ func _balls_stopped_moving() -> void:
mode.handle_switch_user() mode.handle_switch_user()
func set_mode(game_mode) -> void: func set_mode(game_mode) -> void:
mode = Globals.game_data.GameMode.get(game_mode).new() mode = Globals.game_data.GameMode.get(game_mode).new()
mode.ball_states = mode.generate_ball_states() mode.ball_states = mode.generate_ball_states()

View File

@@ -0,0 +1,16 @@
class_name LastBallMode extends BaseMode
@export var final_ball_name: String = ""
func on_ball_reaped(ball: Node3D) -> void:
if ball.name == final_ball_name:
ball_states[ball.name]["is_foul"] = true
func on_ball_sunk(ball: Node3D) -> void:
if ball.name == final_ball_name:
ball_states[ball.name]["is_foul"] = true
func process_win_condition() -> void:
pass

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@@ -0,0 +1 @@
uid://rkwfbkek6ypo

View File

@@ -4,93 +4,41 @@ class_name Snooker extends BaseMode
# yellow (2 points), green (3), brown (4), blue (5), pink (6), black (7). # yellow (2 points), green (3), brown (4), blue (5), pink (6), black (7).
var COLORED_BALLS: Array[String] = [ const COLORED_BALLS := {
"yellow_ball", "green_ball", "brown_ball", "yellow_ball": 2, "green_ball": 3, "brown_ball": 4,
"blue_ball", "pink_ball", "black_ball" "blue_ball": 5, "pink_ball": 6, "black_ball": 7,
] }
var COLORED_BALLS_POINTS: Array[int] = [
2, 3, 4,
5, 6, 7
]
func _init() -> void: func _init() -> void:
pass pass
func generate_ball_states() -> Dictionary: func generate_ball_states() -> Dictionary:
var state: Dictionary = {} var state: Dictionary = {}
for i in COLORED_BALLS.size(): for ball_name in COLORED_BALLS:
var ball_name = COLORED_BALLS[i]
var points = COLORED_BALLS_POINTS[i]
state[ball_name] = BALL_STATE.duplicate_deep() 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): 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] = BALL_STATE.duplicate_deep()
state[ball_name]["points"] = 1 state[ball_name]["points"] = 1
ball_states = state
return state return state
func is_colored_ball(ball_name: String) -> bool: func on_ball_reaped(ball: Node3D) -> void:
return ball_name in COLORED_BALLS if 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...
ball_states[ball.name]["is_foul"] = true ball_states[ball.name]["is_foul"] = true
func process_ball(ball: Node3D) -> void: func on_ball_sunk(ball: Node3D) -> void:
super(ball) 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): func score_sunk_balls() -> bool:
# TODO: Colored ball must not be be processed before red ball sunk. return true
# 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 process_win_condition() -> void: func process_win_condition() -> void:
pass pass