* Centralize ball state generation in `BaseMode` * Track turn count, player, and ball state consistently * Prevent 8-ball, 9-ball, and colored snooker balls from being marked valid when reaped/sunk * Update mode initialization and ball-state assignment * Normalize Free Ball mode node name to `freeball`
80 lines
2.0 KiB
GDScript
80 lines
2.0 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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var COLORED_BALLS: Array[String] = [
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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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var COLORED_BALLS_POINTS: Array[int] = [
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2, 3, 4,
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5, 6, 7
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]
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func _init() -> void:
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pass
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func generate_ball_state() -> Dictionary:
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var state: Dictionary = {}
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for i in COLORED_BALLS.size():
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var ball_name = COLORED_BALLS[i]
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var points = COLORED_BALLS_POINTS[i]
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state[ball_name] = BALL_STATE.duplicate_deep()
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state[ball_name]["points"] = points
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# NOTE: Red balls
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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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ball_state = state
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return state
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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 reap_ball(ball: Node3D) -> void:
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super(ball)
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if is_colored_ball(ball.name):
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# TODO: Colored ball must not be be destroyed. Handle rule...
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ball_state[ball.name]["valid_end"] = false
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pass
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func process_ball(ball: Node3D) -> void:
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super(ball)
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if is_colored_ball(ball.name):
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# TODO: Colored ball must not be be processed before red ball sunk.
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# Handle rule...
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var red_ball_sunk = true
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if not red_ball_sunk:
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pass
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pass
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func handle_switch_user() -> void:
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push_warning("Balls reaped: ", balls_reaped.size() )
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push_warning("Balls sunk: ", balls_sunk.size() )
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if not balls_reaped.is_empty():
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# TODO: Handle points, etc
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balls_reaped.clear()
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if balls_sunk.is_empty():
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Globals.game_state.switch_active_player()
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turn_count += 1
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return
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# TODO: Handle points, etc
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# Globals.multiplayer_data.current_turn_player_id
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balls_sunk.clear()
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turn_count += 1
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