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
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@@ -18,14 +18,14 @@ var COLORED_BALLS_POINTS: Array[int] = [
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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: Dictionary = {}
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for i in COLORED_BALLS.size():
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var ball_name = COLORED_BALLS[i]
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var points = COLORED_BALLS_POINTS[i]
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state[ball_name] = BALL_STATE.duplicate_deep()
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state[ball_name] = ball_states.duplicate_deep()
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state[ball_name]["points"] = points
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# NOTE: Red balls
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@@ -34,7 +34,7 @@ func generate_ball_state() -> Dictionary:
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state[ball_name] = BALL_STATE.duplicate_deep()
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state[ball_name]["points"] = 1
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ball_state = state
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ball_states = state
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return state
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func is_colored_ball(ball_name: String) -> bool:
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@@ -45,8 +45,7 @@ func reap_ball(ball: Node3D) -> void:
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if is_colored_ball(ball.name):
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# TODO: Colored ball must not be be destroyed. Handle rule...
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ball_state[ball.name]["valid_end"] = false
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pass
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ball_states[ball.name]["is_foul"] = true
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func process_ball(ball: Node3D) -> void:
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super(ball)
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@@ -56,24 +55,34 @@ func process_ball(ball: Node3D) -> void:
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# Handle rule...
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var red_ball_sunk = true
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if not red_ball_sunk:
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pass
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pass
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ball_states[ball.name]["is_foul"] = true
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func handle_switch_user() -> void:
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push_warning("Balls reaped: ", balls_reaped.size() )
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push_warning("Balls sunk: ", balls_sunk.size() )
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var switch_player: bool = true
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if not balls_reaped.is_empty():
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# TODO: Handle points, etc
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for ball_name in balls_reaped:
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ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
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balls_reaped.clear()
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if balls_sunk.is_empty():
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Globals.game_state.switch_active_player()
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turn_count += 1
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if not balls_sunk.is_empty():
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# TODO: Handle points, etc, insure color ball not sunk before red ball
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switch_player = false
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balls_sunk.clear()
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if ball_states_finalized():
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process_win_condition()
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return
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# TODO: Handle points, etc
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# Globals.multiplayer_data.current_turn_player_id
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if switch_player:
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Globals.game_state.switch_active_player()
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turn_count += 1
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else:
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turn_count += 1
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balls_sunk.clear()
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turn_count += 1
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func process_win_condition() -> void:
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pass
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