feat(game): improve mode state handling and active player UI
* Rename and consolidate ball state tracking across game modes * Add ball finalization and win-condition hooks * Track foul points by negating reaped ball points * Update turn switching and ball processing flow * Add active-player indicator to the camera controller UI * Refresh active-player label when the turn changes
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@@ -4,21 +4,21 @@ class_name BaseMode extends Node
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# these signals to handle game related rules regarding ball sinks.
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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 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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# 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 ball_states: Dictionary = {}
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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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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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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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@@ -31,7 +31,7 @@ var BALL_STATE: Dictionary = {
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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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func generate_ball_states() -> Dictionary:
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var state := {}
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for i: int in range(1, 16):
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@@ -41,8 +41,21 @@ func generate_ball_state() -> Dictionary:
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return state
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func ball_states_finalized() -> bool:
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var i = 0
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var size = ball_states.values().size() - 1
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for ball_state in ball_states.values():
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if not ball_state["reaped"] or not ball_state["sunk"]:
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break
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func which_player() -> String:
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i += 1
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return i == size
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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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@@ -53,16 +66,16 @@ 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]["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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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"] = not ball_states[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]["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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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"] = not ball_states[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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