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