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