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