feat(game): add free ball mode and improve ball state handling
* add Free Ball game mode and lobby selection * refactor base mode ball state tracking for reaped/sunk balls * add player ownership tracking and colored-ball support * add initial 9-ball mode implementation * update 8-ball and snooker modes to use base ball handling * replicate ball linear velocity for multiplayer synchronization * improve ball collision sound propagation and physics settings * reenable game music and initialize game signals * improve lobby input focus and mode selection behavior * adjust cue impulse origin and default game mode
This commit is contained in:
@@ -2,24 +2,22 @@ class_name Ball8 extends BaseMode
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func reap_ball(ball: Node3D) -> void:
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balls_reaped.append(ball.name)
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super(ball)
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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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pass
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ball_state[ball.name] = not ball_state[ball.name]
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func process_ball(ball: Node3D) -> void:
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balls_sunk.append(ball.name)
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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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pass
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ball_state[ball.name] = not ball_state[ball.name]
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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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push_warning("Balls reaped: ", balls_reaped.size() )
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push_warning("Balls sunk: ", balls_sunk.size() )
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if not balls_reaped.is_empty():
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# TODO: Handle points, etc
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@@ -1 +1,33 @@
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class_name Ball9 extends BaseMode
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func reap_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 not be be destroyed. Handle rule...
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pass
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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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pass
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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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if not balls_reaped.is_empty():
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# TODO: Handle points, etc
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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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return
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# TODO: Handle points, etc
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# Globals.multiplayer_data.current_turn_player_id
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balls_sunk.clear()
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@@ -4,26 +4,56 @@ class_name BaseMode extends Node
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# these signals to handle game related rules regarding ball sinks.
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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 ball_state := generate_ball_state()
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var balls_sunk := []
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var balls_reaped := []
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var STATE: Dictionary = {
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"sunk": false
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"sunk": false,
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"reaped": false,
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"player": ""
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}
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var COLORED_BALLS: Array = [
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"yellow_ball", "green_ball", "brown_ball",
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"blue_ball", "pink_ball", "black_ball"
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]
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func generate_ball_state() -> Dictionary:
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var state := {}
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for i in range(1, 16):
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state["%02d_ball" % i] = STATE
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for ball_name: String in COLORED_BALLS:
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state[ball_name] = STATE.duplicate_deep()
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for i: int in range(1, 16):
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state["%02d_ball" % i] = STATE.duplicate_deep()
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return state
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func reap_ball(_ball: Node3D) -> void:
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assert(false, "This method needs to be overridden...")
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func is_colored_ball(ball_name: String) -> bool:
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return ball_name in COLORED_BALLS
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func process_ball(_ball: Node3D) -> void:
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assert(false, "This method needs to be overridden...")
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func which_player() -> String:
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return \
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"Player 1" \
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if \
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Globals.game_data.client1 == Globals.multiplayer_data.current_turn_player_id \
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else \
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"Player 2"
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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]["reaped"] = not ball_state[ball.name]["reaped"]
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ball_state[ball.name]["player"] = which_player()
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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]["sunk"] = not ball_state[ball.name]["sunk"]
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ball_state[ball.name]["player"] = which_player()
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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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25
controllers/game/modes/free_ball.gd
Normal file
25
controllers/game/modes/free_ball.gd
Normal file
@@ -0,0 +1,25 @@
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class_name FreeBall extends BaseMode
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func reap_ball(ball: Node3D) -> void:
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super(ball)
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func process_ball(ball: Node3D) -> void:
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super(ball)
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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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if not balls_reaped.is_empty():
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# TODO: Handle points, etc
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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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return
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# TODO: Handle points, etc
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# Globals.multiplayer_data.current_turn_player_id
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balls_sunk.clear()
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1
controllers/game/modes/free_ball.gd.uid
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1
controllers/game/modes/free_ball.gd.uid
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@@ -0,0 +1 @@
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uid://d3lmdgym2didk
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6
controllers/game/modes/free_ball.tscn
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6
controllers/game/modes/free_ball.tscn
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@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://c5jdawgemyqu8"]
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[ext_resource type="Script" uid="uid://cnjaupry2q5aj" path="res://controllers/game/modes/snooker.gd" id="1_3fw5q"]
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[node name="free_ball" type="Node"]
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script = ExtResource("1_3fw5q")
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@@ -7,8 +7,17 @@ func _ready() -> void:
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func setup_signals() -> void:
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Globals.game_state.balls_stopped_moving.connect(_balls_stopped_moving)
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Globals.game_state.process_ball.connect(_process_ball)
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Globals.game_state.reap_ball.connect(_reap_ball)
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Globals.game_state.process_ball.connect(_process_ball)
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func _reap_ball(ball: Node3D) -> void:
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if ball.name == "white_ball":
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Globals.game_state.white_ball_needs_hard_reset.emit()
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return
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mode.reap_ball(ball)
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rpc("reap_ball", str(ball.get_path()))
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func _process_ball(ball: Node3D) -> void:
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if ball.name == "white_ball":
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@@ -18,11 +27,3 @@ func _process_ball(ball: Node3D) -> void:
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mode.process_ball(ball)
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rpc("reap_ball", str(ball.get_path()))
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func _reap_ball(ball: Node3D) -> void:
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if ball.name == "white_ball":
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Globals.game_state.white_ball_needs_hard_reset.emit()
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return
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mode.reap_ball(ball)
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rpc("reap_ball", str(ball.get_path()))
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@@ -1,25 +1,29 @@
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class_name Snooker extends BaseMode
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func reap_ball(ball: Node3D) -> void:
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balls_reaped.append(ball.name)
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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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pass
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# NOTE: The game is sometimes played with fewer red balls- commonly 6 or 10.
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# Normally, 15 red balls (1 point) and 6 balls of different colors:
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# yellow (2 points), green (3), brown (4), blue (5), pink (6), black (7).
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ball_state[ball.name] = not ball_state[ball.name]
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func reap_ball(ball: Node3D) -> void:
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super(ball)
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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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pass
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func process_ball(ball: Node3D) -> void:
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balls_sunk.append(ball.name)
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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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super(ball)
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if is_colored_ball(ball.name):
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# TODO: Colored ball must not be be processed before red ball sunk.
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# Handle rule...
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pass
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ball_state[ball.name] = not ball_state[ball.name]
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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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push_warning("Balls reaped: ", balls_reaped.size() )
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push_warning("Balls sunk: ", balls_sunk.size() )
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if not balls_reaped.is_empty():
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# TODO: Handle points, etc
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