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

@@ -1,16 +1,51 @@
class_name Snooker extends BaseMode
# NOTE: The game is sometimes played with fewer red balls- commonly 6 or 10.
# Normally, 15 red balls (1 point) and 6 balls of different colors:
# yellow (2 points), green (3), brown (4), blue (5), pink (6), black (7).
var COLORED_BALLS: Array[String] = [
"yellow_ball", "green_ball", "brown_ball",
"blue_ball", "pink_ball", "black_ball"
]
var COLORED_BALLS_POINTS: Array[int] = [
2, 3, 4,
5, 6, 7
]
func _init() -> void:
pass
func generate_ball_state() -> Dictionary:
var state: Dictionary = {}
for i in COLORED_BALLS.size():
var ball_name = COLORED_BALLS[i]
var points = COLORED_BALLS_POINTS[i]
state[ball_name] = BALL_STATE.duplicate_deep()
state[ball_name]["points"] = points
# NOTE: Red balls
for i: int in range(1, 16):
var ball_name = "%02d_ball" % i
state[ball_name] = BALL_STATE.duplicate_deep()
state[ball_name]["points"] = 1
ball_state = state
return state
func is_colored_ball(ball_name: String) -> bool:
return 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_state[ball.name]["valid_end"] = false
pass
func process_ball(ball: Node3D) -> void:
@@ -19,6 +54,9 @@ func process_ball(ball: Node3D) -> void:
if is_colored_ball(ball.name):
# TODO: Colored ball must not be be processed before red ball sunk.
# Handle rule...
var red_ball_sunk = true
if not red_ball_sunk:
pass
pass
func handle_switch_user() -> void:
@@ -31,9 +69,11 @@ func handle_switch_user() -> void:
if balls_sunk.is_empty():
Globals.game_state.switch_active_player()
turn_count += 1
return
# TODO: Handle points, etc
# Globals.multiplayer_data.current_turn_player_id
balls_sunk.clear()
turn_count += 1