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
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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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