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)