Refactor game mode scoring and win conditions

* Add overridable hooks for sunk/reaped ball handling and turn behavior.
* Implement default scoring and game-over messaging across game modes.
* Add pretty game mode names for win-condition messages.
* Update Free Ball, Last Ball, and Snooker modes to return win-condition messages.
* Move the reset button lookup to the scene root for multiplayer setup.
* Move camera controller scene to shared base UI. Move parts of it to new game_data UI node.
* Add commented test state generation for end-state testing.
This commit is contained in:
2026-08-14 03:38:04 -05:00
parent 034ba45859
commit ed6f243b93
16 changed files with 298 additions and 125 deletions

View File

@@ -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