|
|
|
|
@@ -27,19 +27,66 @@ var BALL_STATE: Dictionary = {
|
|
|
|
|
"points": 0,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
# NOTE: Override when a mode doesn't award points for a sunk balls.
|
|
|
|
|
func score_sunk_balls() -> bool:
|
|
|
|
|
return true
|
|
|
|
|
|
|
|
|
|
# NOTE: Override when a mode shouldn't keep the player's turn after a legal sink.
|
|
|
|
|
func keep_turn_after_sink() -> bool:
|
|
|
|
|
return true
|
|
|
|
|
|
|
|
|
|
func get_player() -> String:
|
|
|
|
|
return (
|
|
|
|
|
"Player 1"
|
|
|
|
|
if Globals.game_data.client1 ==
|
|
|
|
|
Globals.multiplayer_data.current_turn_player_id
|
|
|
|
|
else
|
|
|
|
|
"Player 2"
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# NOTE: Handled before 'handle_switch_user' for early bail out if invalid reap.
|
|
|
|
|
func reap_ball(ball: Node3D) -> void:
|
|
|
|
|
_record_ball(ball, "reaped", balls_reaped)
|
|
|
|
|
on_ball_reaped(ball)
|
|
|
|
|
|
|
|
|
|
# NOTE: Override when a mode has extra processing such as
|
|
|
|
|
# checking if solid or striped ball. Or 8-ball not sunk last.
|
|
|
|
|
func on_ball_reaped(_ball: Node3D) -> void:
|
|
|
|
|
pass
|
|
|
|
|
|
|
|
|
|
# NOTE: Handled in 'handle_switch_user'
|
|
|
|
|
func _process_reaped_balls(player: String) -> void:
|
|
|
|
|
for ball_name in balls_reaped:
|
|
|
|
|
_add_points(player, -ball_states[ball_name]["points"])
|
|
|
|
|
|
|
|
|
|
balls_reaped.clear()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# NOTE: Handled before 'handle_switch_user' for early bail out if invalid sink.
|
|
|
|
|
func process_ball(ball: Node3D) -> void:
|
|
|
|
|
_record_ball(ball, "sunk", balls_sunk)
|
|
|
|
|
on_ball_sunk(ball)
|
|
|
|
|
|
|
|
|
|
# NOTE: Override when a mode has extra processing such as
|
|
|
|
|
# checking if solid or striped ball. Or 8-ball not sunk last.
|
|
|
|
|
func on_ball_sunk(_ball: Node3D) -> void:
|
|
|
|
|
pass
|
|
|
|
|
|
|
|
|
|
# NOTE: Handled in 'handle_switch_user'
|
|
|
|
|
func _process_sunk_balls(player: String) -> void:
|
|
|
|
|
for ball_name in balls_sunk:
|
|
|
|
|
_add_points(player, ball_states[ball_name]["points"])
|
|
|
|
|
|
|
|
|
|
balls_sunk.clear()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _add_points(player: String, amount: int) -> void:
|
|
|
|
|
if player == "Player 1":
|
|
|
|
|
player_1_points += amount
|
|
|
|
|
else:
|
|
|
|
|
player_2_points += amount
|
|
|
|
|
|
|
|
|
|
func _record_ball(
|
|
|
|
|
ball: Node3D,
|
|
|
|
|
state_key: String,
|
|
|
|
|
@@ -51,48 +98,6 @@ func _record_ball(
|
|
|
|
|
ball_states[ball.name]["player"] = get_player()
|
|
|
|
|
ball_states[ball.name][state_key] = true
|
|
|
|
|
|
|
|
|
|
func _add_points(player: String, amount: int) -> void:
|
|
|
|
|
if player == "Player 1":
|
|
|
|
|
player_1_points += amount
|
|
|
|
|
else:
|
|
|
|
|
player_2_points += amount
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func get_player() -> String:
|
|
|
|
|
return (
|
|
|
|
|
"Player 1"
|
|
|
|
|
if Globals.game_data.client1 ==
|
|
|
|
|
Globals.multiplayer_data.current_turn_player_id
|
|
|
|
|
else
|
|
|
|
|
"Player 2"
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
# NOTE: Override when a mode doesn't awards points for sunk balls.
|
|
|
|
|
func score_sunk_balls() -> bool:
|
|
|
|
|
return true
|
|
|
|
|
|
|
|
|
|
# NOTE: Override when a mode shouldn't keep the player's turn after a legal sink.
|
|
|
|
|
func keep_turn_after_sink() -> bool:
|
|
|
|
|
return true
|
|
|
|
|
|
|
|
|
|
# NOTE: Override when a modehas extra processing such as
|
|
|
|
|
# checking if solid or striped ball.
|
|
|
|
|
func on_ball_reaped(_ball: Node3D) -> void:
|
|
|
|
|
pass
|
|
|
|
|
|
|
|
|
|
# NOTE: Override when a modehas extra processing such as
|
|
|
|
|
# checking if solid or striped ball.
|
|
|
|
|
func on_ball_sunk(_ball: Node3D) -> void:
|
|
|
|
|
pass
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func reap_ball(ball: Node3D) -> void:
|
|
|
|
|
_record_ball(ball, "reaped", balls_reaped)
|
|
|
|
|
on_ball_reaped(ball)
|
|
|
|
|
|
|
|
|
|
func process_ball(ball: Node3D) -> void:
|
|
|
|
|
_record_ball(ball, "sunk", balls_sunk)
|
|
|
|
|
on_ball_sunk(ball)
|
|
|
|
|
|
|
|
|
|
func generate_ball_states() -> Dictionary:
|
|
|
|
|
var state: Dictionary = {}
|
|
|
|
|
@@ -104,6 +109,22 @@ func generate_ball_states() -> Dictionary:
|
|
|
|
|
|
|
|
|
|
return state
|
|
|
|
|
|
|
|
|
|
# NOTE: For testing end state. Keep below commented out.
|
|
|
|
|
#func generate_ball_states() -> Dictionary:
|
|
|
|
|
#var state: Dictionary = {}
|
|
|
|
|
#
|
|
|
|
|
#for i: int in range(1, 16):
|
|
|
|
|
#var ball_name = "%02d_ball" % i
|
|
|
|
|
#state[ball_name] = BALL_STATE.duplicate_deep()
|
|
|
|
|
#state[ball_name]["turn"] = i
|
|
|
|
|
#state[ball_name]["player"] = "Player " + str( 1 if randi() % 2 else 2 )
|
|
|
|
|
#state[ball_name]["sunk"] = true
|
|
|
|
|
#state[ball_name]["is_foul"] = (randi() % 10 == 0)
|
|
|
|
|
#state[ball_name]["points"] = i
|
|
|
|
|
#
|
|
|
|
|
#return state
|
|
|
|
|
# End for testing end state. Keep above commented out.
|
|
|
|
|
|
|
|
|
|
func handle_switch_user() -> void:
|
|
|
|
|
push_warning("Balls reaped: ", balls_reaped.size() )
|
|
|
|
|
push_warning("Balls sunk: ", balls_sunk.size() )
|
|
|
|
|
@@ -133,5 +154,23 @@ func ball_states_finalized() -> bool:
|
|
|
|
|
|
|
|
|
|
return true
|
|
|
|
|
|
|
|
|
|
func process_win_condition() -> void:
|
|
|
|
|
assert(false, "This method needs to be overridden...")
|
|
|
|
|
func process_win_condition() -> String:
|
|
|
|
|
var sub_message: String = \
|
|
|
|
|
(
|
|
|
|
|
"Player "
|
|
|
|
|
+ str( 1 if player_1_points > player_2_points else 2 )
|
|
|
|
|
+ " Won!"
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
var message: String = \
|
|
|
|
|
(
|
|
|
|
|
"=================================================="
|
|
|
|
|
+ "\n" + Globals.game_data.get_mode_pretty() + " Game Over\n"
|
|
|
|
|
+ sub_message +
|
|
|
|
|
"\n=================================================="
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
push_warning(message)
|
|
|
|
|
MessageBus.emit_propagation_clients_only.rpc("declare_win_condition", message)
|
|
|
|
|
|
|
|
|
|
return message
|
|
|
|
|
|