Added some point processing, cleanup
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@@ -25,7 +25,7 @@ func generate_ball_states() -> Dictionary:
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var ball_name = COLORED_BALLS[i]
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var points = COLORED_BALLS_POINTS[i]
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state[ball_name] = ball_states.duplicate_deep()
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state[ball_name] = BALL_STATE.duplicate_deep()
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state[ball_name]["points"] = points
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# NOTE: Red balls
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@@ -60,16 +60,25 @@ func process_ball(ball: Node3D) -> void:
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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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ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
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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 color ball not sunk before red ball
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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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@@ -80,9 +89,8 @@ func handle_switch_user() -> void:
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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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else:
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turn_count += 1
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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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