Files
Billiards/controllers/game/modes/base_mode.gd
itdominator 409680b94a major refactor(game-modes): centralize scoring and turn handling
* Move common ball recording, scoring, and turn-switching logic into `BaseMode`
* Add hooks for mode-specific ball handling and turn behavior
* Simplify 8-ball and 9-ball modes to use `LastBallMode`
* Update Snooker to use the new ball-processing hooks
* Remove duplicated scoring and turn-management code
2026-08-13 00:16:09 -05:00

138 lines
3.5 KiB
GDScript

class_name BaseMode extends Node
# NOTE: The ball's queue_free is called higher up and after game mode handles
# the ball. Never call it in a given game mode. A game mode should handle
# these signals to handle game related rules regarding ball sinks.
var turn_count: int = 1
var player_1_points: int = 0
var player_2_points: int = 0
# NOTE: Kinda a super tracker of balls. Not all entries
# generated are used depending on the game type.
var ball_states: Dictionary = {}
# NOTE: Used to track handoff logic and is cleared after eah switch accordingly.
var balls_sunk: Array = []
var balls_reaped: Array = []
# NOTE: Kinda a super tracker of the state of a ball.
# Not all entries are used depending on the game type.
var BALL_STATE: Dictionary = {
"turn": 0,
"player": "",
"sunk": false,
"reaped": false,
"is_foul": false,
"points": 0,
}
func _process_reaped_balls(player: String) -> void:
for ball_name in balls_reaped:
_add_points(player, -ball_states[ball_name]["points"])
balls_reaped.clear()
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 _record_ball(
ball: Node3D,
state_key: String,
tracker: Array
) -> void:
tracker.append(ball.name)
ball_states[ball.name]["turn"] = turn_count
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 = {}
for i: int in range(1, 16):
var ball_name = "%02d_ball" % i
state[ball_name] = BALL_STATE.duplicate_deep()
state[ball_name]["points"] = i
return state
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
var player: String = get_player()
var no_sunk_balls: bool = balls_sunk.is_empty()
_process_reaped_balls(player)
if score_sunk_balls():
_process_sunk_balls(player)
if ball_states_finalized():
process_win_condition()
return
if no_sunk_balls or not keep_turn_after_sink():
Globals.game_state.switch_active_player()
turn_count += 1
func ball_states_finalized() -> bool:
for ball_state in ball_states.values():
if ball_state["reaped"] or ball_state["sunk"]:
continue
return false
return true
func process_win_condition() -> void:
assert(false, "This method needs to be overridden...")