| extends CharacterBody3D |
| class_name Robot |
|
|
| @export var level_manager: LevelManager |
| @export var wheels: Array[Node3D] |
|
|
| @export var acceleration: float = 25.0 |
| @export var rotation_speed: float = 15.0 |
| @export var friction: float = 15.0 |
| @export var max_horizontal_speed: float = 10.0 |
|
|
| @export var gravity := Vector3.DOWN * 16.0 |
|
|
| @onready var robot_visual: Node3D = $"robot" |
| @onready var ai_controller: RobotAIController = $AIController3D |
|
|
| var current_level: int |
| var next_level |
|
|
| var requested_movement: Vector3 |
| var max_level_reached: int = 0 |
| var current_goal_transform: Transform3D |
| var previous_distance_to_goal: float |
|
|
| var conveyor_belt_areas_entered: int |
| var conveyor_belt_direction: int |
| var conveyor_belt_speed: float = 15.0 |
|
|
|
|
| func _ready(): |
| reset() |
|
|
|
|
| func reset(): |
| velocity = Vector3.ZERO |
| global_position = level_manager.get_spawn_position(current_level) |
| current_goal_transform = level_manager.randomize_goal(current_level) |
| previous_distance_to_goal = global_position.distance_to(current_goal_transform.origin) |
|
|
|
|
| func _physics_process(delta): |
| reset_on_needs_reset() |
| handle_movement(delta) |
|
|
|
|
| func reset_on_needs_reset(): |
| if ai_controller.needs_reset: |
| level_manager.reset_coins(current_level) |
| if next_level == null: |
| if randi_range(1, 6) == 1: |
| current_level = randi_range(0, current_level) |
| else: |
| current_level = next_level |
| next_level = null |
| level_manager.reset_coins(current_level) |
| reset() |
| ai_controller.reset() |
|
|
|
|
| func handle_movement(delta): |
| var movement := Vector3() |
|
|
| if ai_controller.heuristic == "human": |
| if Input.is_action_pressed("ui_up"): |
| movement.x = -1 |
| if Input.is_action_pressed("ui_down"): |
| movement.x = 1 |
| if Input.is_action_pressed("ui_left"): |
| movement.z = 1 |
| if Input.is_action_pressed("ui_right"): |
| movement.z = -1 |
| movement = movement.normalized() |
| else: |
| movement = requested_movement |
|
|
| apply_acceleration(movement, delta) |
| apply_gravity(delta) |
| apply_friction(delta) |
| apply_conveyor_belt_velocity(delta) |
| limit_horizontal_speed() |
|
|
| move_and_slide() |
|
|
| rotate_toward_movement(delta) |
| update_wheels_and_visual_rotation(delta) |
|
|
| func apply_conveyor_belt_velocity(delta): |
| if conveyor_belt_areas_entered > 0: |
| velocity += Vector3.LEFT * conveyor_belt_direction * conveyor_belt_speed * delta |
|
|
|
|
| func limit_horizontal_speed(): |
| var horizontal_velocity := Vector2(velocity.x, velocity.z).limit_length(max_horizontal_speed) |
| velocity = Vector3(horizontal_velocity.x, velocity.y, horizontal_velocity.y) |
|
|
|
|
| func apply_acceleration(direction, delta): |
| velocity += direction * acceleration * delta |
|
|
|
|
| func apply_friction(delta): |
| velocity = velocity.move_toward(Vector3(0, velocity.y, 0), friction * delta) |
|
|
|
|
| func apply_gravity(delta): |
| velocity += gravity * delta |
|
|
|
|
| func rotate_toward_movement(delta): |
| var movement = Vector3(velocity.x, 0, velocity.z).normalized() |
| var look_at_target: Vector3 = global_position + movement |
|
|
| if look_at_target.distance_to(global_position) > 0: |
| robot_visual.global_transform = ( |
| robot_visual |
| . global_transform |
| . interpolate_with(global_transform.looking_at(look_at_target), rotation_speed * delta) |
| . orthonormalized() |
| ) |
|
|
|
|
| func update_wheels_and_visual_rotation(delta): |
| var movement := Vector2(velocity.x, velocity.z).length() |
| for wheel in wheels: |
| wheel.rotate_object_local(Vector3.LEFT, movement * delta) |
| robot_visual.rotation.x = -0.01 * movement |
|
|
|
|
| func _on_area_3d_area_entered(area): |
| if area.get_collision_layer_value(1): |
| #print("Level goal reached") |
| if not level_manager.check_all_coins_collected(current_level): |
| return |
| if current_level > max_level_reached: |
| max_level_reached = current_level |
| print("max level passed: ", max_level_reached) |
| next_level = (current_level + 1) % level_manager.levels. size() |
| end_episode(1.0) |
| if area.get_collision_layer_value(2): |
| #print("Coin picked up") |
| level_manager.deactivate_coin(area, current_level) |
| ai_controller.reward += 1 |
| if area.get_collision_layer_value(3): |
| #print("On conveyor belt") |
| conveyor_belt_direction = 1 if randi_range(0, 1) == 0 else -1 |
| conveyor_belt_areas_entered += 1 |
| pass |
| if area.get_collision_layer_value(4): |
| #print("Enemy collision") |
| end_episode(-1.0) |
|
|
|
|
| func _on_area_3d_body_entered(body): |
| if body.get_collision_layer_value(10): |
| #print("Robot fell down") |
| end_episode(-1.0) |
|
|
|
|
| func end_episode(reward: float): |
| ai_controller.reward += reward |
| ai_controller.done = true |
| ai_controller.needs_reset = true |
|
|
|
|
| func _on_area_3d_area_exited(area): |
| if area.get_collision_layer_value(3): |
| conveyor_belt_areas_entered -= 1 |
|
|