## TODO: Try not ending episodes, just giving the rewards. extends Node3D class_name GameManager @export var players: Array[Robot] ## Training mode disables UI and game-resetting @export var training_mode: bool = true ## Applies if the training mode is disabled @export var infinite_game: bool = true ## Applies if the training mode is disabled @export var victory_at_score: int = 11 @export var ui: UI var ball_hit_in_row_count: int var last_ball_hit_player: Robot @onready var ball = $Ball var game_just_reset: bool = false func get_hit_ball_count(robot: Robot): if last_ball_hit_player != robot: return 0.0 return ball_hit_in_row_count / 2.0 func _ready(): for player in players: player.ball = ball player.game_manager = self activate_game_reset() func _physics_process(_delta): if ball.global_position.y < -2: activate_game_reset() if game_just_reset and not training_mode: reset_ball(players.pick_random()) process_mode = Node.PROCESS_MODE_DISABLED ui.show_get_ready_text(3) await get_tree().create_timer(3, true, true).timeout game_just_reset = false for player in players: player = player as Robot player.score = 0 player.global_position = player.initial_position player.linear_velocity = Vector3.ZERO ball_hit_in_row_count = 0 process_mode = Node.PROCESS_MODE_ALWAYS func _on_ball_body_entered(body): var player = body as Robot if player: if not ball.ball_served: player.ai_controller.reward += 1.0 if last_ball_hit_player == player: ball_hit_in_row_count += 1 else: ball_hit_in_row_count = 1 last_ball_hit_player = player if ball_hit_in_row_count > 2: player.ai_controller.reward -= 1.0 player.other_player.score += 1 reset_ball(player.other_player) func handle_goal_hit(goal: Area3D): for player in players: if player.goal == goal: player.ai_controller.reward -= 1.0 player.other_player.score += 1 reset_ball(player.other_player) func calc_ball_position(player: Robot): return player.initial_position + Vector3.UP * 1.1 + Vector3.RIGHT * randf_range(-0.5, 0.5) func _on_goal_ball_entered(goal): handle_goal_hit(goal) func reset_ball(player: Robot): handle_victory(player) ball_hit_in_row_count = 0 ball.ball_served = false player.ai_controller.is_serving = true player.other_player.ai_controller.is_serving = false for robot in players: robot.ai_controller.steps_without_ball_hit_while_serving = 0 ball.reset(calc_ball_position(player)) func handle_victory(potential_winner: Robot): if training_mode: return if check_if_game_winner(potential_winner): if potential_winner.ai_controller.control_mode == AIController3D.ControlModes.HUMAN: ui.show_winner_text("Player", 3) else: ui.show_winner_text(potential_winner.name, 3) activate_game_reset() func check_if_game_winner(robot: Robot): if infinite_game: return if robot.score >= victory_at_score: return true return false func activate_game_reset(): game_just_reset = true