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extends RigidBody3D |
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class_name Robot |
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@export var ball: Ball |
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@export var goals: Array[Goal] |
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@export var category_count: int |
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@onready var ai_controller: AIController3D = $AIController3D |
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@onready var animation_player: AnimationPlayer = $robot/AnimationPlayer |
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var acceleration: float = 700 |
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var torque_multiplier: float = 60 |
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var requested_acceleration: float |
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var requested_steering: float |
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var initial_transform: Transform3D |
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var ball_hit: bool |
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func _ready(): |
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initial_transform = transform |
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ai_controller.init(self) |
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reset_goals() |
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reset_ball(true) |
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func get_ball() -> Ball: |
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return ball |
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func reset(): |
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transform = initial_transform |
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ball_hit = false |
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linear_velocity = Vector3.ZERO |
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angular_velocity = Vector3.ZERO |
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reset_ball(true) |
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func reset_goals(): |
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var starting_category: int = randi() % category_count |
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var i: int = 0 |
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for goal in goals: |
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goal.set_category(i, category_count) |
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i += 1 |
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func reset_ball(randomize_category: bool = false): |
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var ball_position := Vector3(randf_range(-0.2, 0.2), 0.3, randf_range(-1.8, -2.2)) |
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if randomize_category: |
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ball.set_random_category(category_count) |
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ball.position = ball_position |
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ball.rotation = Vector3.ZERO |
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ball.linear_velocity = Vector3.ZERO |
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ball.angular_velocity = Vector3.ZERO |
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for goal in goals: |
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if goal.get_category() == ball.category: |
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ball.correct_goal = goal |
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func _physics_process(_delta): |
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reset_if_needed() |
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if ai_controller.heuristic == "human": |
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requested_acceleration = ( |
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Input.get_action_strength("move_forward") - Input.get_action_strength("move_back") |
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) |
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requested_steering = ( |
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Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right") |
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) |
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var force: Vector3 = requested_acceleration * acceleration * -global_transform.basis.z |
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var torque: Vector3 = requested_steering * torque_multiplier * Vector3.UP |
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if requested_acceleration < 0: |
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requested_acceleration /= 2.0 |
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if not ball_hit: |
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apply_central_force(force) |
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apply_torque(torque) |
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handle_animation(linear_velocity) |
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func handle_animation(velocity: Vector3): |
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if velocity.length() > 0.05: |
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animation_player.play("walking", -1, 1.75) |
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else: |
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animation_player.play("idle") |
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func reset_if_needed(): |
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if ai_controller.needs_reset: |
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reset() |
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ai_controller.reset() |
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func _on_ball_entered_goal(ball_goal_category_match: bool): |
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if ball_goal_category_match: |
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game_over(1) |
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else: |
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game_over(-1) |
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func _on_ball_body_entered(body): |
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if body is Robot: |
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ball_hit = true |
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ai_controller.reward += (ball.linear_velocity.normalized().dot( |
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ball.global_position.direction_to(ball.correct_goal.global_position) |
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)) |
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elif body is Wall or body is Goal: |
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game_over(-1) |
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func game_over(reward: float = 0): |
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ai_controller.reward += reward |
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ai_controller.needs_reset = true |
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ai_controller.done = true |
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func _on_body_entered(body: Node) -> void: |
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if body is Wall: |
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game_over(-1) |
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func _on_robot_entered_goal() -> void: |
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game_over(-1) |
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