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:
@@ -1,54 +1,5 @@
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class_name Ball8 extends BaseMode
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class_name Ball8 extends LastBallMode
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func _init() -> void:
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pass
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func reap_ball(ball: Node3D) -> void:
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super(ball)
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if ball.name == "08_ball":
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# TODO: 8 ball must not be be destroyed. Handle rule...
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ball_states[ball.name]["is_foul"] = true
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func process_ball(ball: Node3D) -> void:
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super(ball)
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if ball.name == "08_ball":
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# TODO: 8 ball must be sunk last. Handle rule...
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ball_states[ball.name]["is_foul"] = true
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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 is_player_1: bool = "Player 1" == get_player()
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var switch_player: bool = true
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if not balls_reaped.is_empty():
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for ball_name in balls_reaped:
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if is_player_1:
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player_1_points -= ball_states[ball_name]["points"]
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else:
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player_2_points -= ball_states[ball_name]["points"]
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balls_reaped.clear()
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if not balls_sunk.is_empty():
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# TODO: Handle points, etc, insure 8-ball not sunk unless last
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# Insure we process stripped vs solid ball and apropriate points accordingly
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# ball_states[ball.name]["is_foul"] = true
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switch_player = false
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balls_sunk.clear()
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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 switch_player:
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Globals.game_state.switch_active_player()
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turn_count += 1
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func process_win_condition() -> void:
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pass
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final_ball_name = "08_ball"
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@@ -1,54 +1,5 @@
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class_name Ball9 extends BaseMode
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class_name Ball9 extends LastBallMode
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func _init() -> void:
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pass
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func reap_ball(ball: Node3D) -> void:
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super(ball)
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if ball.name == "09_ball":
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# TODO: 9 ball must not be be destroyed. Handle rule...
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ball_states[ball.name]["is_foul"] = true
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func process_ball(ball: Node3D) -> void:
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super(ball)
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if ball.name == "09_ball":
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# TODO: 9 ball must be sunk last. Handle rule...
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ball_states[ball.name]["is_foul"] = true
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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 is_player_1: bool = "Player 1" == get_player()
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var switch_player: bool = true
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if not balls_reaped.is_empty():
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for ball_name in balls_reaped:
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if is_player_1:
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player_1_points -= ball_states[ball_name]["points"]
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else:
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player_2_points -= ball_states[ball_name]["points"]
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balls_reaped.clear()
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if not balls_sunk.is_empty():
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# TODO: Handle points, etc, insure 9-ball not sunk unless last.
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# Insure we process stripped vs solid ball and apropriate points accordingly.
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# ball_states[ball.name]["is_foul"] = true
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switch_player = false
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balls_sunk.clear()
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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 switch_player:
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Globals.game_state.switch_active_player()
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turn_count += 1
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func process_win_condition() -> void:
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pass
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final_ball_name = "09_ball"
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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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@@ -4,45 +4,6 @@ class_name FreeBall extends BaseMode
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func _init() -> void:
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pass
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func reap_ball(ball: Node3D) -> void:
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super(ball)
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func process_ball(ball: Node3D) -> void:
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super(ball)
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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 is_player_1: bool = "Player 1" == get_player()
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var switch_player: bool = true
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if not balls_reaped.is_empty():
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for ball_name in balls_reaped:
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if is_player_1:
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player_1_points -= ball_states[ball_name]["points"]
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else:
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player_2_points -= ball_states[ball_name]["points"]
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balls_reaped.clear()
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if not balls_sunk.is_empty():
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for ball_name in balls_sunk:
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if is_player_1:
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player_1_points += ball_states[ball_name]["points"]
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else:
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player_2_points += ball_states[ball_name]["points"]
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switch_player = false
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balls_sunk.clear()
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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 switch_player:
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Globals.game_state.switch_active_player()
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turn_count += 1
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func process_win_condition() -> void:
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pass
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16
controllers/game/modes/last_ball_mode.gd
Normal file
16
controllers/game/modes/last_ball_mode.gd
Normal file
@@ -0,0 +1,16 @@
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class_name LastBallMode extends BaseMode
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@export var final_ball_name: String = ""
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func on_ball_reaped(ball: Node3D) -> void:
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if ball.name == final_ball_name:
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ball_states[ball.name]["is_foul"] = true
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func on_ball_sunk(ball: Node3D) -> void:
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if ball.name == final_ball_name:
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ball_states[ball.name]["is_foul"] = true
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func process_win_condition() -> void:
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pass
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1
controllers/game/modes/last_ball_mode.gd.uid
Normal file
1
controllers/game/modes/last_ball_mode.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://rkwfbkek6ypo
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@@ -4,93 +4,41 @@ class_name Snooker extends BaseMode
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# yellow (2 points), green (3), brown (4), blue (5), pink (6), black (7).
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var COLORED_BALLS: Array[String] = [
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"yellow_ball", "green_ball", "brown_ball",
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"blue_ball", "pink_ball", "black_ball"
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]
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var COLORED_BALLS_POINTS: Array[int] = [
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2, 3, 4,
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5, 6, 7
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]
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const COLORED_BALLS := {
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"yellow_ball": 2, "green_ball": 3, "brown_ball": 4,
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"blue_ball": 5, "pink_ball": 6, "black_ball": 7,
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}
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func _init() -> void:
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pass
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func generate_ball_states() -> Dictionary:
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var state: Dictionary = {}
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for i in COLORED_BALLS.size():
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var ball_name = COLORED_BALLS[i]
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var points = COLORED_BALLS_POINTS[i]
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for ball_name in COLORED_BALLS:
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state[ball_name] = BALL_STATE.duplicate_deep()
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state[ball_name]["points"] = points
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state[ball_name]["points"] = COLORED_BALLS[ball_name]
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# NOTE: Red balls
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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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var ball_name := "%02d_ball" % i
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state[ball_name] = BALL_STATE.duplicate_deep()
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state[ball_name]["points"] = 1
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ball_states = state
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return state
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func is_colored_ball(ball_name: String) -> bool:
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return ball_name in COLORED_BALLS
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func reap_ball(ball: Node3D) -> void:
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super(ball)
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if is_colored_ball(ball.name):
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# TODO: Colored ball must not be be destroyed. Handle rule...
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func on_ball_reaped(ball: Node3D) -> void:
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if ball.name in COLORED_BALLS:
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ball_states[ball.name]["is_foul"] = true
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func process_ball(ball: Node3D) -> void:
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super(ball)
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if is_colored_ball(ball.name):
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# TODO: Colored ball must not be be processed before red ball sunk.
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# Handle rule...
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var red_ball_sunk = true
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if not red_ball_sunk:
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func on_ball_sunk(ball: Node3D) -> void:
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if ball.name in COLORED_BALLS:
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# TODO: Check whether a red ball has been sunk first.
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ball_states[ball.name]["is_foul"] = true
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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 is_player_1: bool = "Player 1" == get_player()
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var switch_player: bool = true
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if not balls_reaped.is_empty():
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for ball_name in balls_reaped:
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if is_player_1:
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player_1_points -= ball_states[ball_name]["points"]
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else:
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player_2_points -= ball_states[ball_name]["points"]
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balls_reaped.clear()
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if not balls_sunk.is_empty():
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# NOTE: Handle points, etc, insure color ball not sunk before red ball
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for ball_name in balls_sunk:
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if is_player_1:
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player_1_points += ball_states[ball_name]["points"]
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else:
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player_2_points += ball_states[ball_name]["points"]
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switch_player = false
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balls_sunk.clear()
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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 switch_player:
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Globals.game_state.switch_active_player()
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turn_count += 1
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func score_sunk_balls() -> bool:
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return true
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func process_win_condition() -> void:
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pass
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Reference in New Issue
Block a user