Files
Billiards/controllers/game/modes/snooker.gd

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2.5 KiB
GDScript

class_name Snooker extends BaseMode
# NOTE: The game is sometimes played with fewer red balls- commonly 6 or 10.
# Normally, 15 red balls (1 point) and 6 balls of different colors:
# yellow (2 points), green (3), brown (4), blue (5), pink (6), black (7).
var COLORED_BALLS: Array[String] = [
"yellow_ball", "green_ball", "brown_ball",
"blue_ball", "pink_ball", "black_ball"
]
var COLORED_BALLS_POINTS: Array[int] = [
2, 3, 4,
5, 6, 7
]
func _init() -> void:
pass
func generate_ball_states() -> Dictionary:
var state: Dictionary = {}
for i in COLORED_BALLS.size():
var ball_name = COLORED_BALLS[i]
var points = COLORED_BALLS_POINTS[i]
state[ball_name] = BALL_STATE.duplicate_deep()
state[ball_name]["points"] = points
# NOTE: Red balls
for i: int in range(1, 16):
var ball_name = "%02d_ball" % i
state[ball_name] = BALL_STATE.duplicate_deep()
state[ball_name]["points"] = 1
ball_states = state
return state
func is_colored_ball(ball_name: String) -> bool:
return ball_name in COLORED_BALLS
func reap_ball(ball: Node3D) -> void:
super(ball)
if is_colored_ball(ball.name):
# TODO: Colored ball must not be be destroyed. Handle rule...
ball_states[ball.name]["is_foul"] = true
func process_ball(ball: Node3D) -> void:
super(ball)
if is_colored_ball(ball.name):
# TODO: Colored ball must not be be processed before red ball sunk.
# Handle rule...
var red_ball_sunk = true
if not red_ball_sunk:
ball_states[ball.name]["is_foul"] = true
func handle_switch_user() -> void:
push_warning("Balls reaped: ", balls_reaped.size() )
push_warning("Balls sunk: ", balls_sunk.size() )
var is_player_1: bool = "Player 1" == get_player()
var switch_player: bool = true
if not balls_reaped.is_empty():
for ball_name in balls_reaped:
if is_player_1:
player_1_points -= ball_states[ball_name]["points"]
else:
player_2_points -= ball_states[ball_name]["points"]
balls_reaped.clear()
if not balls_sunk.is_empty():
# NOTE: Handle points, etc, insure color ball not sunk before red ball
for ball_name in balls_sunk:
if is_player_1:
player_1_points += ball_states[ball_name]["points"]
else:
player_2_points += ball_states[ball_name]["points"]
switch_player = false
balls_sunk.clear()
if ball_states_finalized():
process_win_condition()
return
if switch_player:
Globals.game_state.switch_active_player()
turn_count += 1
func process_win_condition() -> void:
pass