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