extends RigidBody3D class_name Pusher @export var acceleration := 1000 var requested_movement: Vector3 @onready var _AIController3D: AIController3D = $AIController3D @export var puck: Puck @export var goal: Area3D @export var other_player: Pusher var _initial_position: Vector3 func _ready(): _AIController3D.init(self) _initial_position = position func reset(): position = _initial_position func _physics_process(_delta): if _AIController3D.needs_reset: _AIController3D.reset() reset() var movement: Vector3 if _AIController3D.heuristic != "human": movement = requested_movement else: if Input.is_action_pressed("forward"): movement.z -= 1 if Input.is_action_pressed("backward"): movement.z += 1 if Input.is_action_pressed("left"): movement.x -= 1 if Input.is_action_pressed("right"): movement.x += 1 if movement: apply_central_force( global_transform.basis * movement.limit_length(1) * acceleration ) # Small penalty for standing still if linear_velocity.length() < 0.1: _AIController3D.reward -= 0.00075 func _on_body_entered(body: PhysicsBody3D): if body == puck: # Reward for hitting the puck based on velocity _AIController3D.reward += 0.085 * linear_velocity.length() func _on_goal_body_entered(_body): _AIController3D.reward += 10 _AIController3D.done = true _AIController3D.needs_reset = true other_player._AIController3D.reward -= 1 other_player._AIController3D.done = true other_player._AIController3D.needs_reset = true