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extends Node3D
class_name CarManager
@export var track: Track
@export var car_scene: PackedScene
## Each car group consists of 2 cars
@export var number_of_car_groups_to_spawn: int = 2
var ui: UI
var training_mode: bool = true
var player_vs_ai_mode: bool = false
var infinite_race: bool = true
var total_laps: int
var seconds_until_race_begins: int
# Called when the node enters the scene tree for the first time.
func _ready():
spawn_cars(number_of_car_groups_to_spawn)
func spawn_cars(car_group_amount):
if not training_mode:
car_group_amount = 1
var car1color: Color = Color.from_hsv(randf_range(0, 1), 0.6, 0.6)
var car2color: Color = car1color
car2color.h = fmod(car1color.h + randf_range(0.2, 0.8), 1.0)
var player_car_id: int = randi_range(0, 1)
for group_id in range(0, car_group_amount):
var spawned_cars: Array[Car] = []
for car_id in range(0, 2):
var car = car_scene.instantiate() as Car
car.name = "AI-%d%d" % [group_id, car_id]
car.track = track
# Detect collision with walls
car.set_collision_mask_value(1, true)
# Detect collision with other car
var current_car_layer := 2 + car_id + (group_id * 2)
var other_car_layer := 2 + ((car_id + 1) % 2) + (group_id * 2)
car.set_collision_layer_value(current_car_layer, true)
car.set_collision_mask_value(other_car_layer, true)
var car_transform: Transform3D = track.track_path.curve.sample_baked_with_rotation(0.0)
car_transform = car_transform.rotated_local(Vector3.UP, PI)
car_transform.origin += Vector3.UP
car_transform.origin += car_transform.basis.x * (car_id * 2.0 - 1.5)
car.global_transform = car_transform
car.infinite_race = infinite_race
car.total_laps = total_laps
car.ui = ui
car.seconds_until_race_begins = seconds_until_race_begins
car.training_mode = training_mode
var car_body: MeshInstance3D = car.get_node("car_base/Body") as MeshInstance3D
var new_material: StandardMaterial3D = (
car_body.get_active_material(0).duplicate() as StandardMaterial3D
)
var color: Color = car1color if car_id == 0 else car2color
new_material.albedo_color = color
car_body.set_surface_override_material(0, new_material)
spawned_cars.append(car)
add_child(car)
if car_id == 1:
car.other_car = spawned_cars[0]
spawned_cars[0].other_car = car
if player_vs_ai_mode and player_car_id == car_id:
car.name = "Player"
car.get_node("Camera3D").current = true
car.get_node("CarAIController").human_controlled_on_inference = true
# Raycast detect collision with other car
car.raycast_sensor_other_car.set_collision_mask_value(other_car_layer, true)
car.ai_controller.track = track
car.reset()