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:
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if ball.name == "08_ball":
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# TODO: 8 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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if ball.name == "08_ball":
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# TODO: 8 ball must be sunk last. 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 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 8-ball not sunk unless last
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# Insure we process stripped vs solid ball and apropriate points accordingly
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# ball_states[ball.name]["is_foul"] = true
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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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@@ -9,32 +9,43 @@ func reap_ball(ball: Node3D) -> void:
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if ball.name == "09_ball":
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# TODO: 9 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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if ball.name == "09_ball":
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# TODO: 9 ball must be sunk last. 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 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 9-ball not sunk unless last.
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# Insure we process stripped vs solid ball and apropriate points accordingly.
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# ball_states[ball.name]["is_foul"] = true
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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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@@ -4,34 +4,34 @@ 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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"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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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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"is_foul": false,
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"points": 0,
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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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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 +41,19 @@ func generate_ball_state() -> Dictionary:
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return state
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func ball_states_finalized() -> bool:
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for ball_state in ball_states.values():
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if ball_state["reaped"] or ball_state["sunk"]:
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continue
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func which_player() -> String:
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return false
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return true
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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 +64,16 @@ 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"] = true
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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"] = true
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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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@@ -13,18 +13,29 @@ func process_ball(ball: Node3D) -> void:
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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
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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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@@ -22,4 +22,4 @@ func _balls_stopped_moving() -> void:
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func set_mode(game_mode) -> void:
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mode = Globals.game_data.GameMode.get(game_mode).new()
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mode.ball_state = mode.generate_ball_state()
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mode.ball_states = mode.generate_ball_states()
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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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@@ -22,6 +22,8 @@ func set_active_player_id(id: int) -> void:
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push_warning("Server assigned active player: ", id)
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current_turn_player_id = id
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MessageBus.emit_local("update_active_lbl", null)
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func reset() -> void:
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multiplayer_synchronizer = MultiplayerSynchronizer.new()
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@@ -4,20 +4,19 @@ class_name CameraController extends Control
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@onready var player_lbl: Label = $margin_container/vbox/hbox/hbox/player_lbl
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@onready var prev_bttn: Button = $margin_container/vbox/hbox/hbox2/prev_bttn
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@onready var next_bttn: Button = $margin_container/vbox/hbox/hbox2/next_bttn
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@onready var reset_bttn: Button = $margin_container/vbox/reset_bttn
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@onready var active_lbl: Label = $margin_container/vbox/hbox2/hbox/active_lbl
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@onready var reset_bttn: Button = $margin_container/vbox/hbox2/hbox2/reset_bttn
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@export var cameras: Array[Camera3D]
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var cue_cam: Camera3D
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var current_cam: Camera3D
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var current_cam_index: int = 0
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func _ready() -> void:
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Globals.game_state.update_cue_cam_position.connect(
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_on_update_cue_cam_position
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)
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setup_signals()
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setup_multiplayer()
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for camera in get_children():
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@@ -27,6 +26,14 @@ func _ready() -> void:
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cue_cam = camera
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current_cam = cameras.get(current_cam_index)
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MessageBus.emit_local("update_active_lbl", null)
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func setup_signals() -> void:
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Globals.game_state.update_cue_cam_position.connect(
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_on_update_cue_cam_position
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)
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MessageBus.subscribe("update_active_lbl", _on_update_active_lbl)
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func setup_multiplayer() -> void:
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player_lbl.text = Globals.game_data.player_id
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@@ -36,6 +43,10 @@ func setup_multiplayer() -> void:
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reset_bttn.pressed.disconnect(_on_reset_bttn_pressed)
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reset_bttn.visible = false
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func _on_update_active_lbl() -> void:
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active_lbl.visible = \
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Globals.multiplayer_data.current_turn_player_id == multiplayer.get_unique_id()
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func _on_update_cue_cam_position(marker_rotation: Vector3, marker_position: Vector3) -> void:
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cue_cam.global_rotation = marker_rotation
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cue_cam.global_position = marker_position
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@@ -1,10 +1,13 @@
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[gd_scene load_steps=3 format=3 uid="uid://w3vh1gj6t2k2"]
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[gd_scene load_steps=4 format=3 uid="uid://w3vh1gj6t2k2"]
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[ext_resource type="Script" uid="uid://bpf107mmjiswh" path="res://scenes/menus/camera/camera_controller.gd" id="1_mvpa7"]
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[sub_resource type="LabelSettings" id="LabelSettings_mvpa7"]
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font_size = 24
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[sub_resource type="LabelSettings" id="LabelSettings_duxs1"]
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font_color = Color(0, 1, 0.14117648, 1)
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[node name="camera_controller" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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@@ -66,7 +69,27 @@ mouse_default_cursor_shape = 2
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text = "<Next>"
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flat = true
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[node name="reset_bttn" type="Button" parent="margin_container/vbox"]
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[node name="hbox2" type="HBoxContainer" parent="margin_container/vbox"]
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layout_mode = 2
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size_flags_vertical = 3
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[node name="hbox" type="HBoxContainer" parent="margin_container/vbox/hbox2"]
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layout_mode = 2
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size_flags_horizontal = 3
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[node name="active_lbl" type="Label" parent="margin_container/vbox/hbox2/hbox"]
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visible = false
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layout_mode = 2
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text = "Active"
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label_settings = SubResource("LabelSettings_duxs1")
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uppercase = true
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[node name="hbox2" type="HBoxContainer" parent="margin_container/vbox/hbox2"]
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clip_contents = true
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custom_minimum_size = Vector2(149, 0)
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layout_mode = 2
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[node name="reset_bttn" type="Button" parent="margin_container/vbox/hbox2/hbox2"]
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layout_mode = 2
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focus_mode = 0
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mouse_default_cursor_shape = 2
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@@ -76,4 +99,4 @@ alignment = 0
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[connection signal="pressed" from="margin_container/vbox/hbox/hbox2/prev_bttn" to="." method="_on_prev_bttn_pressed"]
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[connection signal="pressed" from="margin_container/vbox/hbox/hbox2/next_bttn" to="." method="_on_next_bttn_pressed"]
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[connection signal="pressed" from="margin_container/vbox/reset_bttn" to="." method="_on_reset_bttn_pressed"]
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[connection signal="pressed" from="margin_container/vbox/hbox2/hbox2/reset_bttn" to="." method="_on_reset_bttn_pressed"]
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Reference in New Issue
Block a user