fix: refine game mode state tracking and turn handling

* Centralize ball state generation in `BaseMode`
* Track turn count, player, and ball state consistently
* Prevent 8-ball, 9-ball, and colored snooker balls from being marked valid when reaped/sunk
* Update mode initialization and ball-state assignment
* Normalize Free Ball mode node name to `freeball`
This commit is contained in:
2026-08-11 23:59:30 -05:00
parent e3bdb21cd2
commit 84b3600044
9 changed files with 96 additions and 28 deletions

View File

@@ -4,37 +4,43 @@ class_name BaseMode extends Node
# these signals to handle game related rules regarding ball sinks.
var player_1_points: int = 0
var player_2_points: int = 0
var turn_count: int = 1
var player_1_points: int = 0
var player_2_points: int = 0
var ball_state := generate_ball_state()
var balls_sunk := []
var balls_reaped := []
# NOTE: Kinda a super tracker of balls. Not all entries
# generated are used depending on the game type.
var ball_state: Dictionary = {}
var STATE: Dictionary = {
"sunk": false,
"reaped": false,
"player": ""
# NOTE: Used to track handoff logic and is cleared after eah switch accordingly.
var balls_sunk: Array = []
var balls_reaped: Array = []
# NOTE: Kinda a super tracker of the state of a ball.
# Not all entries are used depending on the game type.
var BALL_STATE: Dictionary = {
"turn": 0,
"player": "",
"sunk": false,
"reaped": false,
"valid_end": true,
"points": 0,
}
var COLORED_BALLS: Array = [
"yellow_ball", "green_ball", "brown_ball",
"blue_ball", "pink_ball", "black_ball"
]
func _init() -> void:
pass
func generate_ball_state() -> Dictionary:
var state := {}
for ball_name: String in COLORED_BALLS:
state[ball_name] = STATE.duplicate_deep()
for i: int in range(1, 16):
state["%02d_ball" % i] = STATE.duplicate_deep()
var ball_name = "%02d_ball" % i
state[ball_name] = BALL_STATE.duplicate_deep()
state[ball_name]["points"] = i
return state
func is_colored_ball(ball_name: String) -> bool:
return ball_name in COLORED_BALLS
func which_player() -> String:
return \
@@ -46,14 +52,17 @@ func which_player() -> String:
func reap_ball(ball: Node3D) -> void:
balls_reaped.append(ball.name)
ball_state[ball.name]["reaped"] = not ball_state[ball.name]["reaped"]
ball_state[ball.name]["turn"] = turn_count
ball_state[ball.name]["player"] = which_player()
ball_state[ball.name]["reaped"] = not ball_state[ball.name]["reaped"]
func process_ball(ball: Node3D) -> void:
balls_sunk.append(ball.name)
ball_state[ball.name]["sunk"] = not ball_state[ball.name]["sunk"]
ball_state[ball.name]["turn"] = turn_count
ball_state[ball.name]["player"] = which_player()
ball_state[ball.name]["sunk"] = not ball_state[ball.name]["sunk"]
func handle_switch_user() -> void:
assert(false, "This method needs to be overridden...")