* 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
45 lines
1.2 KiB
GDScript
45 lines
1.2 KiB
GDScript
class_name Snooker extends BaseMode
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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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const COLORED_BALLS := {
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"yellow_ball": 2, "green_ball": 3, "brown_ball": 4,
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"blue_ball": 5, "pink_ball": 6, "black_ball": 7,
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}
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func _init() -> void:
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pass
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func generate_ball_states() -> Dictionary:
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var state: Dictionary = {}
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for ball_name in COLORED_BALLS:
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state[ball_name] = BALL_STATE.duplicate_deep()
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state[ball_name]["points"] = COLORED_BALLS[ball_name]
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for i: int in range(1, 16):
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var ball_name := "%02d_ball" % i
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state[ball_name] = BALL_STATE.duplicate_deep()
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state[ball_name]["points"] = 1
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return state
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func on_ball_reaped(ball: Node3D) -> void:
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if ball.name in COLORED_BALLS:
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ball_states[ball.name]["is_foul"] = true
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func on_ball_sunk(ball: Node3D) -> void:
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if ball.name in COLORED_BALLS:
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# TODO: Check whether a red ball has been sunk first.
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ball_states[ball.name]["is_foul"] = true
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func score_sunk_balls() -> bool:
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return true
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func process_win_condition() -> void:
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pass
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