feat(game): refactor ball state and turn handling
* Replace `valid_end` with `is_foul` for invalid ball sinks * Rename and centralize ball state tracking * Add ball finalization and win-condition hooks * Update turn switching to retain the player after valid sinks * Apply negative points to reaped balls * Add active-player indicator to the camera UI * Emit active-player updates when the turn changes
This commit is contained in:
@@ -9,32 +9,43 @@ func reap_ball(ball: Node3D) -> void:
|
||||
|
||||
if ball.name == "08_ball":
|
||||
# TODO: 8 ball must not be be destroyed. Handle rule...
|
||||
ball_state[ball.name]["valid_end"] = false
|
||||
pass
|
||||
ball_states[ball.name]["is_foul"] = true
|
||||
|
||||
func process_ball(ball: Node3D) -> void:
|
||||
super(ball)
|
||||
|
||||
if ball.name == "08_ball":
|
||||
# TODO: 8 ball must be sunk last. Handle rule...
|
||||
ball_state[ball.name]["valid_end"] = false
|
||||
pass
|
||||
ball_states[ball.name]["is_foul"] = true
|
||||
|
||||
func handle_switch_user() -> void:
|
||||
push_warning("Balls reaped: ", balls_reaped.size() )
|
||||
push_warning("Balls sunk: ", balls_sunk.size() )
|
||||
var switch_player: bool = true
|
||||
|
||||
if not balls_reaped.is_empty():
|
||||
# TODO: Handle points, etc
|
||||
for ball_name in balls_reaped:
|
||||
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
|
||||
|
||||
balls_reaped.clear()
|
||||
|
||||
if balls_sunk.is_empty():
|
||||
Globals.game_state.switch_active_player()
|
||||
turn_count += 1
|
||||
if not balls_sunk.is_empty():
|
||||
# TODO: Handle points, etc, insure 8-ball not sunk unless last
|
||||
# Insure we process stripped vs solid ball and apropriate points accordingly
|
||||
# ball_states[ball.name]["is_foul"] = true
|
||||
|
||||
switch_player = false
|
||||
balls_sunk.clear()
|
||||
|
||||
if ball_states_finalized():
|
||||
process_win_condition()
|
||||
return
|
||||
|
||||
# TODO: Handle points, etc
|
||||
# Globals.multiplayer_data.current_turn_player_id
|
||||
if switch_player:
|
||||
Globals.game_state.switch_active_player()
|
||||
turn_count += 1
|
||||
else:
|
||||
turn_count += 1
|
||||
|
||||
balls_sunk.clear()
|
||||
turn_count += 1
|
||||
func process_win_condition() -> void:
|
||||
pass
|
||||
|
||||
@@ -9,32 +9,43 @@ func reap_ball(ball: Node3D) -> void:
|
||||
|
||||
if ball.name == "09_ball":
|
||||
# TODO: 9 ball must not be be destroyed. Handle rule...
|
||||
ball_state[ball.name]["valid_end"] = false
|
||||
pass
|
||||
ball_states[ball.name]["is_foul"] = true
|
||||
|
||||
func process_ball(ball: Node3D) -> void:
|
||||
super(ball)
|
||||
|
||||
if ball.name == "09_ball":
|
||||
# TODO: 9 ball must be sunk last. Handle rule...
|
||||
ball_state[ball.name]["valid_end"] = false
|
||||
pass
|
||||
ball_states[ball.name]["is_foul"] = true
|
||||
|
||||
func handle_switch_user() -> void:
|
||||
push_warning("Balls reaped: ", balls_reaped.size() )
|
||||
push_warning("Balls sunk: ", balls_sunk.size() )
|
||||
var switch_player: bool = true
|
||||
|
||||
if not balls_reaped.is_empty():
|
||||
# TODO: Handle points, etc
|
||||
for ball_name in balls_reaped:
|
||||
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
|
||||
|
||||
balls_reaped.clear()
|
||||
|
||||
if balls_sunk.is_empty():
|
||||
Globals.game_state.switch_active_player()
|
||||
turn_count += 1
|
||||
if not balls_sunk.is_empty():
|
||||
# TODO: Handle points, etc, insure 9-ball not sunk unless last.
|
||||
# Insure we process stripped vs solid ball and apropriate points accordingly.
|
||||
# ball_states[ball.name]["is_foul"] = true
|
||||
|
||||
switch_player = false
|
||||
balls_sunk.clear()
|
||||
|
||||
if ball_states_finalized():
|
||||
process_win_condition()
|
||||
return
|
||||
|
||||
# TODO: Handle points, etc
|
||||
# Globals.multiplayer_data.current_turn_player_id
|
||||
if switch_player:
|
||||
Globals.game_state.switch_active_player()
|
||||
turn_count += 1
|
||||
else:
|
||||
turn_count += 1
|
||||
|
||||
balls_sunk.clear()
|
||||
turn_count += 1
|
||||
func process_win_condition() -> void:
|
||||
pass
|
||||
|
||||
@@ -4,34 +4,34 @@ class_name BaseMode extends Node
|
||||
# these signals to handle game related rules regarding ball sinks.
|
||||
|
||||
|
||||
var turn_count: int = 1
|
||||
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
|
||||
|
||||
# NOTE: Kinda a super tracker of balls. Not all entries
|
||||
# generated are used depending on the game type.
|
||||
var ball_state: Dictionary = {}
|
||||
var ball_states: Dictionary = {}
|
||||
|
||||
# NOTE: Used to track handoff logic and is cleared after eah switch accordingly.
|
||||
var balls_sunk: Array = []
|
||||
var balls_reaped: Array = []
|
||||
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 BALL_STATE: Dictionary = {
|
||||
"turn": 0,
|
||||
"player": "",
|
||||
"sunk": false,
|
||||
"reaped": false,
|
||||
"is_foul": false,
|
||||
"points": 0,
|
||||
}
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
pass
|
||||
|
||||
func generate_ball_state() -> Dictionary:
|
||||
func generate_ball_states() -> Dictionary:
|
||||
var state := {}
|
||||
|
||||
for i: int in range(1, 16):
|
||||
@@ -41,8 +41,19 @@ func generate_ball_state() -> Dictionary:
|
||||
|
||||
return state
|
||||
|
||||
func ball_states_finalized() -> bool:
|
||||
for ball_state in ball_states.values():
|
||||
if ball_state["reaped"] or ball_state["sunk"]:
|
||||
continue
|
||||
|
||||
func which_player() -> String:
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
func process_win_condition() -> void:
|
||||
assert(false, "This method needs to be overridden...")
|
||||
|
||||
func get_player() -> String:
|
||||
return \
|
||||
"Player 1" \
|
||||
if \
|
||||
@@ -53,16 +64,16 @@ func which_player() -> String:
|
||||
func reap_ball(ball: Node3D) -> void:
|
||||
balls_reaped.append(ball.name)
|
||||
|
||||
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"]
|
||||
ball_states[ball.name]["turn"] = turn_count
|
||||
ball_states[ball.name]["player"] = get_player()
|
||||
ball_states[ball.name]["reaped"] = true
|
||||
|
||||
func process_ball(ball: Node3D) -> void:
|
||||
balls_sunk.append(ball.name)
|
||||
|
||||
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"]
|
||||
ball_states[ball.name]["turn"] = turn_count
|
||||
ball_states[ball.name]["player"] = get_player()
|
||||
ball_states[ball.name]["sunk"] = true
|
||||
|
||||
func handle_switch_user() -> void:
|
||||
assert(false, "This method needs to be overridden...")
|
||||
|
||||
@@ -13,18 +13,29 @@ func process_ball(ball: Node3D) -> void:
|
||||
func handle_switch_user() -> void:
|
||||
push_warning("Balls reaped: ", balls_reaped.size() )
|
||||
push_warning("Balls sunk: ", balls_sunk.size() )
|
||||
var switch_player: bool = true
|
||||
|
||||
if not balls_reaped.is_empty():
|
||||
# TODO: Handle points, etc
|
||||
for ball_name in balls_reaped:
|
||||
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
|
||||
|
||||
balls_reaped.clear()
|
||||
|
||||
if balls_sunk.is_empty():
|
||||
Globals.game_state.switch_active_player()
|
||||
turn_count += 1
|
||||
if not balls_sunk.is_empty():
|
||||
# TODO: Handle points, etc
|
||||
|
||||
switch_player = false
|
||||
balls_sunk.clear()
|
||||
|
||||
if ball_states_finalized():
|
||||
process_win_condition()
|
||||
return
|
||||
|
||||
# TODO: Handle points, etc
|
||||
# Globals.multiplayer_data.current_turn_player_id
|
||||
if switch_player:
|
||||
Globals.game_state.switch_active_player()
|
||||
turn_count += 1
|
||||
else:
|
||||
turn_count += 1
|
||||
|
||||
balls_sunk.clear()
|
||||
turn_count += 1
|
||||
func process_win_condition() -> void:
|
||||
pass
|
||||
|
||||
@@ -22,4 +22,4 @@ func _balls_stopped_moving() -> void:
|
||||
|
||||
func set_mode(game_mode) -> void:
|
||||
mode = Globals.game_data.GameMode.get(game_mode).new()
|
||||
mode.ball_state = mode.generate_ball_state()
|
||||
mode.ball_states = mode.generate_ball_states()
|
||||
|
||||
@@ -18,14 +18,14 @@ var COLORED_BALLS_POINTS: Array[int] = [
|
||||
func _init() -> void:
|
||||
pass
|
||||
|
||||
func generate_ball_state() -> Dictionary:
|
||||
func generate_ball_states() -> 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] = ball_states.duplicate_deep()
|
||||
state[ball_name]["points"] = points
|
||||
|
||||
# NOTE: Red balls
|
||||
@@ -34,7 +34,7 @@ func generate_ball_state() -> Dictionary:
|
||||
state[ball_name] = BALL_STATE.duplicate_deep()
|
||||
state[ball_name]["points"] = 1
|
||||
|
||||
ball_state = state
|
||||
ball_states = state
|
||||
return state
|
||||
|
||||
func is_colored_ball(ball_name: String) -> bool:
|
||||
@@ -45,8 +45,7 @@ func reap_ball(ball: Node3D) -> void:
|
||||
|
||||
if is_colored_ball(ball.name):
|
||||
# TODO: Colored ball must not be be destroyed. Handle rule...
|
||||
ball_state[ball.name]["valid_end"] = false
|
||||
pass
|
||||
ball_states[ball.name]["is_foul"] = true
|
||||
|
||||
func process_ball(ball: Node3D) -> void:
|
||||
super(ball)
|
||||
@@ -56,24 +55,34 @@ func process_ball(ball: Node3D) -> void:
|
||||
# Handle rule...
|
||||
var red_ball_sunk = true
|
||||
if not red_ball_sunk:
|
||||
pass
|
||||
pass
|
||||
ball_states[ball.name]["is_foul"] = true
|
||||
|
||||
func handle_switch_user() -> void:
|
||||
push_warning("Balls reaped: ", balls_reaped.size() )
|
||||
push_warning("Balls sunk: ", balls_sunk.size() )
|
||||
var switch_player: bool = true
|
||||
|
||||
if not balls_reaped.is_empty():
|
||||
# TODO: Handle points, etc
|
||||
for ball_name in balls_reaped:
|
||||
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
|
||||
|
||||
balls_reaped.clear()
|
||||
|
||||
if balls_sunk.is_empty():
|
||||
Globals.game_state.switch_active_player()
|
||||
turn_count += 1
|
||||
if not balls_sunk.is_empty():
|
||||
# TODO: Handle points, etc, insure color ball not sunk before red ball
|
||||
|
||||
switch_player = false
|
||||
balls_sunk.clear()
|
||||
|
||||
if ball_states_finalized():
|
||||
process_win_condition()
|
||||
return
|
||||
|
||||
# TODO: Handle points, etc
|
||||
# Globals.multiplayer_data.current_turn_player_id
|
||||
if switch_player:
|
||||
Globals.game_state.switch_active_player()
|
||||
turn_count += 1
|
||||
else:
|
||||
turn_count += 1
|
||||
|
||||
balls_sunk.clear()
|
||||
turn_count += 1
|
||||
func process_win_condition() -> void:
|
||||
pass
|
||||
|
||||
Reference in New Issue
Block a user