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