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