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extends RigidBody3D
class_name Robot
@export var other_player: Robot
@export var goal: Area3D
@export var wheels: Array[Node3D]
@export var acceleration: float = 100.0
@export var rotation_speed: float = 15.0
@export var jump_force: float = 290
@export var gravity := Vector3.DOWN * 60.0
@onready var robot_visual: Node3D = $robot
@onready var jump_sensor: RayCast3D = $JumpSensor
@onready var ai_controller: RobotAIController = $AIController3D
@onready var particles: GPUParticles3D = $GPUParticles3D
@onready var initial_position = global_position
var game_manager: GameManager
var ball: Ball
var requested_movement: float
var jump_requested: bool
var velocity: Vector3
var last_movement_direction: float = 1
## If set, the score from this Robot will be displayed in the label
var score_label: Label
var score : int:
set(value):
score = value
if score_label:
score_label.text = str(value)
func _ready():
score = 0
reset()
func reset():
linear_velocity = Vector3.ZERO
global_position = initial_position
func _physics_process(delta):
reset_on_needs_reset()
handle_movement(delta)
func reset_on_needs_reset():
if ai_controller.needs_reset:
reset()
ai_controller.reset()
pass
func handle_movement(delta):
var movement := Vector3()
if ai_controller.heuristic == "human":
if Input.is_action_pressed("move_left"):
movement.x = -1
if Input.is_action_pressed("move_right"):
movement.x = 1
if Input.is_action_pressed("jump"):
if jump_sensor.is_colliding():
apply_force(Vector3.UP * jump_force)
else:
movement = global_basis.z * requested_movement
if jump_sensor.is_colliding() and jump_requested:
apply_force(Vector3.UP * jump_force)
if movement:
last_movement_direction = sign(movement.x)
apply_acceleration(movement.normalized())
update_particle_effects()
update_wheels_and_visual_rotation(delta)
rotate_toward_movement(delta)
apply_gravity()
func apply_acceleration(direction):
apply_force(direction * acceleration)
func apply_gravity():
apply_force(gravity)
func rotate_toward_movement(delta):
if abs(last_movement_direction) > 0.005:
robot_visual.global_transform = (
robot_visual
. global_transform
. interpolate_with(
robot_visual.global_transform.looking_at(
(
robot_visual.global_transform.origin
+ Vector3(last_movement_direction, 0, +0.01)
)
),
rotation_speed * delta
)
. orthonormalized()
)
func update_wheels_and_visual_rotation(delta):
var abs_movement = abs(linear_velocity.x)
for wheel in wheels:
wheel.rotate_object_local(Vector3.LEFT, abs_movement * 1.3 * delta)
robot_visual.rotation.x = -0.01 * abs_movement
func update_particle_effects():
if linear_velocity.x > 0.25 and jump_sensor.is_colliding():
particles.emitting = true
else:
particles.emitting = false
func end_episode(reward: float):
ai_controller.reward += reward
ai_controller.done = true
ai_controller.needs_reset = true
pass