macrosoft3dpinball/godot/scripts/Rules.gd
m3ultra 7347ec4db7 Pinball: Rules, Juice, HUD, a table probe — and the three bugs it found
Four lanes built in parallel onto the data-driven spine:

- Rules.gd (509) — score with a decaying combo multiplier, 3 balls, ball save,
  escalating drop-bank bonuses, lit rollover lanes that level up when swept,
  saucer-lock multiball, two-warning tilt, end-of-ball bonus, per-table high
  scores in user://pinball_scores.cfg.
- Juice.gd (784) — 12 procedural voices synthesized at boot, no assets. The
  spinner ratchet is timed to Table.gd bleeding spin_left at 6.0/s so the ticking
  stops exactly when the blade does. Pooled voices/lights/sparks, quadratic-falloff
  shake, and a damped spring for nudge. Palette-tinted lights with a value floor,
  because a light the colour of a near-black saucer illuminates nothing.
- Hud.gd (935) — score that ROLLS UP rather than snapping, combo, award callouts,
  plunger meter, tilt banner, ball save, game over panel.
- dev/probe_tables.gd (480) — the gate: builds every table and checks parts, part
  overlaps, playfield bounds, flipper swing, that the ball actually DRAINS, and
  that everything settles.

The probe immediately found three real bugs the flipper autotest could not see:

1. The drain sat 3 cm PAST the playfield lip, so on four of five tables the ball
   rolled off the end into the void and the trigger never fired. A table you cannot
   lose a ball on is not a table. Moved inside the slab.
2. Inlane posts were level with the slingshots and interpenetrated them on three
   tables — on a real table the posts sit below. Moved down-table.
3. THE DIG's counter ramp ran through the crate bank, and a 15 deg yaw over a 28 cm
   ramp swings its far end 7 cm sideways, which then walked it through the left rail.
   Less yaw, tucked in, crates slid right.

PROBE_TABLES: PASS 5/5. AUTOTEST: ALL TABLES OK.

Still open, and it is an ENGINE finding not a table one: godot-box3d does not enforce
HingeJoint3D angular limits — flippers swing 147-160 deg against a 62 deg limit. The
probe reports it as a NOTE per table. Worth an upstream issue alongside the motor-sign
inversion already in the README.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-09 18:18:15 +10:00

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extends Node
class_name Rules
## The game layer: what a shot is worth, when a ball ends, and when the game does.
##
## Table emits, Main forwards, this decides. It owns no geometry — the only things it calls
## back into the table with are reset_bank / set_rollover_lit / add_ball / park_ball, which
## are exactly the devices whose *state* a ruleset is supposed to own.
##
## The shape of the scoring: bumpers and slings are chatter, ramps and saucers are money,
## a whipped spinner is a jackpot and a dribbled one is a rounding error, and the combo
## multiplier is where a good player pulls away from a lucky one. Pops deliberately do NOT
## build combo — if they did, the top of the table would max the multiplier for free and
## aiming would stop mattering.
##
## Godot 4.7. No assets, no scene: pure state.
## Fired for anything worth putting on a display. Small hits stay silent (see AWARD_FLOOR)
## so a HUD isn't a waterfall of "+250 BUMPER"; poll score() for the running total.
signal awarded(text: String, points: int)
const BALLS_PER_GAME := 3
const COMBO_WINDOW := 2.5 ## seconds of grace before a chain goes cold
const COMBO_STEP := 0.5 ## each chained shot adds this to the multiplier
const COMBO_CAP := 8.0
const BALL_SAVE := 7.0 ## grace after launch — an early drain is a robbery otherwise
const DRAIN_DEBOUNCE := 400 ## msec; see on_drained()
const AWARD_FLOOR := 1000 ## below this an award is scored but not announced
const MB_MULT := 3.0
const LOCKS_FOR_MB := 3
const JACKPOT := 10000
const JACKPOT_STEP := 5000
const BANK_BONUS := 5000 ## × how many times that bank has been cleared
const BANK_ESCALATE_CAP := 6
const BANK_RESET_DELAY := 0.7 ## see _reset_bank_soon()
const LANE_BONUS := 3000 ## × current lane level, for completing the word
const LANE_LEVEL_CAP := 6
## Nudge heat: each shove adds 1.0 and it bleeds off at NUDGE_COOL/sec. Two warnings, then
## the tilt — a tilt with no warning is just the table stealing a ball off you.
const NUDGE_COOL := 0.75
const TILT_WARN_AT := [2.0, 3.0]
const TILT_AT := 4.0
const SCORES_PATH := "user://pinball_scores.cfg"
## End-of-ball bonus units per hit, paid out at drain × lane level. Deliberately flat and
## unmultiplied: the bonus rewards *playing the ball out*, the score rewards playing it well.
const BONUS_UNITS := {
"bumper": 10, "sling": 10, "target": 50, "drop": 100,
"spinner": 8, "saucer": 500, "rollover": 120, "ramp": 250,
}
## Which shots keep a chain alive. Aimed shots only.
const COMBO_KINDS := ["target", "drop", "bank_cleared", "spinner", "saucer", "rollover", "ramp"]
var tilted := false ## Main reads this directly to kill the flippers
var _main: Node = null
var _table: Table = null
var _score := 0
var _ball := 1
var _game_over := false
var _high := 0
var _high_key := "table"
var _combo := 0
var _combo_left := 0.0
var _bonus := 0
var _lane_level := 1
var _lane_ids: PackedStringArray = []
var _save_left := 0.0
var _save_used := false
var _locks := 0
var _mb_active := false
var _jackpot := JACKPOT
var _bank_clears: Dictionary = {} # bank name -> times cleared this game
var _nudge_heat := 0.0
var _warns_given := 0
## instance id -> msec of its last drain. Keyed by id rather than node because a drained
## multiball ball is freed while this is still holding it, and a timestamp rather than a
## coroutine because a cleanup that fails to run would wedge that ball out of the game.
var _draining: Dictionary = {}
# ---------------------------------------------------------------- lifecycle
func setup(main: Node) -> void:
_main = main
func start_game(table: Table) -> void:
_table = table
_score = 0
_ball = 1
_game_over = false
_combo = 0
_combo_left = 0.0
_bonus = 0
_lane_level = 1
_locks = 0
_mb_active = false
_jackpot = JACKPOT
_bank_clears.clear()
_save_left = 0.0
_save_used = false
_nudge_heat = 0.0
_warns_given = 0
_draining.clear()
tilted = false
_high_key = table.table_name().to_lower().replace(" ", "_")
_high = _read_high(_high_key)
_cache_lanes()
for id in _lane_ids:
table.set_rollover_lit(id, false)
# Ball save has to arm on the PLUNGE, not on start_game, and Main doesn't forward
# ball_launched to us — so listen to the table directly. Main rebuilds the same Table
# node per layout, hence the is_connected guard rather than a fresh connect.
if not table.ball_launched.is_connected(_on_ball_launched):
table.ball_launched.connect(_on_ball_launched)
print("[rules] game start — %s · %d balls · high %s" % [
table.table_name(), BALLS_PER_GAME, commas(_high)])
awarded.emit("BALL 1", 0)
func _process(delta: float) -> void:
if _combo_left > 0.0:
_combo_left = maxf(0.0, _combo_left - delta)
if _combo_left == 0.0:
_combo = 0
if _save_left > 0.0:
_save_left = maxf(0.0, _save_left - delta)
if _save_left == 0.0 and not _save_used:
awarded.emit("SAVE OVER", 0)
if _nudge_heat > 0.0:
_nudge_heat = maxf(0.0, _nudge_heat - delta * NUDGE_COOL)
if _nudge_heat == 0.0:
_warns_given = 0
func _on_ball_launched(_b: RigidBody3D) -> void:
# Multiball adds balls through this same signal; those must not re-arm the save.
if _game_over or _mb_active or _save_used or _save_left > 0.0:
return
_save_left = BALL_SAVE
awarded.emit("BALL SAVE", 0)
# ---------------------------------------------------------------- scoring
func on_hit(kind: String, id: String, _at: Vector3, data: Dictionary) -> void:
if _game_over or tilted or _table == null:
return
if kind == "bank_cleared":
_bank_cleared(id)
return
var base := int(data.get("points", 0))
var label := kind.to_upper()
match kind:
"spinner":
# The whole point of a spinner: points PER SPIN, and spins come from speed.
var spins := maxi(1, int(data.get("spins", 1)))
base *= spins
label = "SPINNER %d" % spins
"rollover":
label = "LANE %s" % String(data.get("glyph", "?"))
_bonus += _bonus_for(kind, data)
_award(base, label)
# Combo grows AFTER the award, so the first shot of a chain pays 1x and the reward for
# chaining shows up on the next one. Extending first would silently gift a lone shot 1.5x.
_extend_combo(kind)
# Device state runs after the award so a lane bonus lands on top of the lane's own value.
match kind:
"rollover": _lane_rolled(id)
"saucer": _saucer_captured()
"ramp":
if _mb_active:
_pay_jackpot("RAMP JACKPOT")
## Everything that adds to the score goes through here, so the multipliers can never be
## forgotten at a call site.
func _award(base: int, label: String, announce := false) -> int:
if base <= 0:
return 0
var pts := int(round(float(base) * combo() * _mb_mult()))
_score += pts
if _score > _high:
_high = _score # live, so a HUD can show the record falling as it happens
if announce or pts >= AWARD_FLOOR:
awarded.emit(label, pts)
return pts
func _extend_combo(kind: String) -> void:
if not COMBO_KINDS.has(kind):
return # pops and slings ride the multiplier but never build it
_combo = mini(_combo + 1, int((COMBO_CAP - 1.0) / COMBO_STEP))
_combo_left = COMBO_WINDOW
func _bonus_for(kind: String, data: Dictionary) -> int:
var unit := int(BONUS_UNITS.get(kind, 25))
if kind == "spinner":
unit *= maxi(1, int(data.get("spins", 1)))
return unit
func _mb_mult() -> float:
return MB_MULT if _mb_active else 1.0
# ---------------------------------------------------------------- devices
## A whole drop bank down. Escalates every time you knock it over again in the same game,
## which is what turns a bank from a chore into a strategy.
func _bank_cleared(bank: String) -> void:
var n := int(_bank_clears.get(bank, 0)) + 1
_bank_clears[bank] = n
var step := mini(n, BANK_ESCALATE_CAP)
_bonus += 1000 * step
_award(BANK_BONUS * step, "%s BANK x%d" % [bank.to_upper(), step], true)
_extend_combo("bank_cleared")
_reset_bank_soon(bank)
## Reset on a beat, not instantly: the ball is still sitting inside the last target's
## trigger volume when this fires, and popping the bank up underneath it re-clears the
## whole thing for free — an infinite bonus loop from one lucky shot.
func _reset_bank_soon(bank: String) -> void:
var t := _table
var tree := get_tree()
if tree == null:
t.reset_bank(bank) # no tree, no timers, and nothing to race either
return
await tree.create_timer(BANK_RESET_DELAY).timeout
if is_instance_valid(t):
t.reset_bank(bank) # no-op if the table was swapped out from under us
func _cache_lanes() -> void:
_lane_ids = PackedStringArray()
if _table == null:
return
for n in _table.parts_of("rollover"):
_lane_ids.append(String((n as Node).get_meta("id", "")))
func _lane_rolled(id: String) -> void:
var n := _table.part(id)
if n == null or _lane_ids.is_empty():
return # an uncached lane set would read as "all lit" and pay out forever
if not bool(n.get_meta("lit", false)):
_table.set_rollover_lit(id, true)
for lid in _lane_ids:
var l := _table.part(lid)
if l == null or not bool(l.get_meta("lit", false)):
return
# every lane lit: pay the word, advance the bonus multiplier, wipe them for the next lap
_award(LANE_BONUS * _lane_level, "%s COMPLETE" % _lane_word(), true)
_lane_level = mini(_lane_level + 1, LANE_LEVEL_CAP)
for lid in _lane_ids:
_table.set_rollover_lit(lid, false)
awarded.emit("BONUS x%d" % _lane_level, 0)
func _lane_word() -> String:
var s := ""
for lid in _lane_ids:
var n := _table.part(lid)
if n != null:
s += String(n.get_meta("glyph", ""))
return s if s != "" else "LANES"
## Saucers are the lock device on every table in Tables.gd, so any capture counts.
func _saucer_captured() -> void:
if _mb_active:
_pay_jackpot("SAUCER JACKPOT")
return
_locks += 1
if _locks < LOCKS_FOR_MB:
awarded.emit("LOCK %d/%d" % [_locks, LOCKS_FOR_MB], 0)
return
_start_multiball()
func _start_multiball() -> void:
_locks = 0
_jackpot = JACKPOT
_mb_active = true # set BEFORE add_ball: it emits ball_launched, which must not re-arm the save
awarded.emit("MULTIBALL", 0)
for i in 2:
var b := _table.add_ball()
# add_ball only nudges the new ball at ~0.4 m/s and it spawns in the plunger lane,
# where the tilted gravity vector will just roll it back down. Give it a real plunge.
if is_instance_valid(b):
b.apply_central_impulse(Vector3(0, 0, -0.30))
func _pay_jackpot(label: String) -> void:
_award(_jackpot, label, true)
_jackpot += JACKPOT_STEP
# ---------------------------------------------------------------- drain / ball count
func on_drained(ball: RigidBody3D) -> void:
if _table == null or not is_instance_valid(ball):
return
# The drain Area fires on entry and park_ball's teleport takes a frame to register, so
# the same ball can arrive here twice before it has actually gone anywhere.
var iid := ball.get_instance_id()
var now := Time.get_ticks_msec()
if now - int(_draining.get(iid, -DRAIN_DEBOUNCE)) < DRAIN_DEBOUNCE:
return
_draining[iid] = now
if _game_over:
_table.park_ball(ball)
return
# Multiball: any ball but the last just leaves the game quietly.
if _table.balls.size() > 1:
_table.remove_ball(ball)
if _mb_active and _table.balls.size() <= 1:
_mb_active = false
awarded.emit("MULTIBALL OVER", 0)
return
if _mb_active:
_mb_active = false # defensive: balls vanished some other way
# Ball save. A tilt forfeits it — that is the price of shoving the table.
if _save_left > 0.0 and not _save_used and not tilted:
_save_used = true
_save_left = 0.0
_combo = 0
_combo_left = 0.0
_table.park_ball(ball)
awarded.emit("BALL SAVED", 0)
return
_end_ball(ball)
func _end_ball(ball: RigidBody3D) -> void:
var payout := _bonus * _lane_level
if payout > 0:
_score += payout
if _score > _high:
_high = _score
awarded.emit("BONUS x%d" % _lane_level, payout)
_ball += 1
_combo = 0
_combo_left = 0.0
_bonus = 0
_save_left = 0.0
_save_used = false
_nudge_heat = 0.0
_warns_given = 0
tilted = false # the tilt dies with the ball, not with the game
if _ball > BALLS_PER_GAME:
_game_over = true
_table.park_ball(ball)
_finish()
return
_table.park_ball(ball)
awarded.emit("BALL %d" % _ball, 0)
func _finish() -> void:
var record := _score >= _read_high(_high_key) and _score > 0
_write_high(_high_key, _score)
awarded.emit("GAME OVER", _score)
if record:
awarded.emit("HIGH SCORE", _score)
print("[rules] game over — %s: %s%s" % [
_table.table_name(), commas(_score), " (NEW HIGH)" if record else ""])
# ---------------------------------------------------------------- tilt
func on_nudge() -> void:
if _game_over or tilted:
return
_nudge_heat += 1.0
if _nudge_heat >= TILT_AT:
_tilt()
return
while _warns_given < TILT_WARN_AT.size() and _nudge_heat >= float(TILT_WARN_AT[_warns_given]):
_warns_given += 1
awarded.emit("DANGER" if _warns_given > 1 else "WARNING", 0)
func _tilt() -> void:
tilted = true
_bonus = 0 # the bonus is what a tilt actually costs you
_combo = 0
_combo_left = 0.0
_nudge_heat = 0.0
awarded.emit("TILT", 0)
# ---------------------------------------------------------------- high scores
func _read_high(key: String) -> int:
var cf := ConfigFile.new()
if cf.load(SCORES_PATH) != OK:
return 0
return int(cf.get_value("high", key, 0))
func _write_high(key: String, value: int) -> void:
var cf := ConfigFile.new()
cf.load(SCORES_PATH) # ignore the error: a missing file is just an empty one
if value > int(cf.get_value("high", key, 0)):
cf.set_value("high", key, value)
cf.save(SCORES_PATH)
# ---------------------------------------------------------------- getters (the HUD lane's API)
func score() -> int:
return _score
func ball() -> int:
return mini(_ball, BALLS_PER_GAME)
func balls_total() -> int:
return BALLS_PER_GAME
## How many tilt warnings are showing. TILT_WARN_AT.size() is the max before the tilt lands,
## and the Hud lane reads that constant to render "n/max" — keep them in step.
func warnings() -> int:
return _warns_given
## The live scoring multiplier, e.g. 2.5 — not the chain length. combo_count() is that.
func combo() -> float:
return minf(1.0 + COMBO_STEP * float(_combo), COMBO_CAP)
func combo_count() -> int:
return _combo
func combo_left() -> float:
return _combo_left
func high_score() -> int:
return _high
func bonus() -> int:
return _bonus
func lane_level() -> int:
return _lane_level
func locks() -> int:
return _locks
func multiball() -> bool:
return _mb_active
func multiplier() -> float:
return combo() * _mb_mult()
func ball_save_left() -> float:
return _save_left
func game_over() -> bool:
return _game_over
func balls_in_play() -> int:
return _table.balls.size() if _table != null else 0
func score_text() -> String:
return commas(_score)
## Which layout the score belongs to — high scores are kept per table, so a HUD showing
## the record needs this to label it. Empty if Rules was spawned without a Main.
func table_id() -> String:
if _main == null:
return ""
var v: Variant = _main.get("table_id")
return String(v) if v != null else ""
func status_line() -> String:
if _game_over:
return "GAME OVER · HIGH %s · R FOR A NEW GAME" % commas(_high)
if tilted:
return "TILT · FLIPPERS DEAD UNTIL THE DRAIN"
var bits := PackedStringArray()
bits.append("BALL %d/%d" % [ball(), BALLS_PER_GAME])
if _mb_active:
bits.append("MULTIBALL x%d" % int(MB_MULT))
elif _locks > 0:
bits.append("LOCK %d/%d" % [_locks, LOCKS_FOR_MB])
if _combo > 0:
bits.append("COMBO x%s" % _mult_text(combo()))
if _save_left > 0.0:
bits.append("SAVE %d" % int(ceil(_save_left)))
if _lane_level > 1:
bits.append("BONUS x%d" % _lane_level)
if _warns_given > 0:
bits.append("NUDGE %d/2" % mini(_warns_given, 2))
return " · ".join(bits)
func _mult_text(m: float) -> String:
return "%d" % int(m) if is_equal_approx(m, floor(m)) else "%.1f" % m
## Score displays need thousands separators or a six-figure number reads as noise.
static func commas(n: int) -> String:
var s := str(absi(n))
var out := ""
for i in s.length():
if i > 0 and (s.length() - i) % 3 == 0:
out += ","
out += s[i]
return ("-" + out) if n < 0 else out