Files
Billiards/controllers/game/modes/8_ball.gd
itdominator c95cc511e6 feat(game): refactor ball state and turn handling
* Replace `valid_end` with `is_foul` for invalid ball sinks
* Rename and centralize ball state tracking
* Add ball finalization and win-condition hooks
* Update turn switching to retain the player after valid sinks
* Apply negative points to reaped balls
* Add active-player indicator to the camera UI
* Emit active-player updates when the turn changes
2026-08-12 22:14:03 -05:00

52 lines
1.2 KiB
GDScript

class_name Ball8 extends BaseMode
func _init() -> void:
pass
func reap_ball(ball: Node3D) -> void:
super(ball)
if ball.name == "08_ball":
# TODO: 8 ball must not be be destroyed. Handle rule...
ball_states[ball.name]["is_foul"] = true
func process_ball(ball: Node3D) -> void:
super(ball)
if ball.name == "08_ball":
# TODO: 8 ball must be sunk last. Handle rule...
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 switch_player: bool = true
if not balls_reaped.is_empty():
for ball_name in balls_reaped:
ball_states[ball_name]["points"] = -ball_states[ball_name]["points"]
balls_reaped.clear()
if not balls_sunk.is_empty():
# TODO: Handle points, etc, insure 8-ball not sunk unless last
# Insure we process stripped vs solid ball and apropriate points accordingly
# ball_states[ball.name]["is_foul"] = true
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
else:
turn_count += 1
func process_win_condition() -> void:
pass