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extends CharacterBody3D |
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class_name Player |
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@export var game_scene_manager: GameSceneManager |
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@export var goal: Area3D |
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@export var obstacle: Area3D |
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@export var ai_controller: PlayerAIController |
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@export var speed = 5.0 |
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@onready var initial_transform = transform |
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var requested_movement: Vector2 |
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func _physics_process(delta: float) -> void: |
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if not is_on_floor(): |
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velocity += get_gravity() * delta |
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if ai_controller.heuristic == "human": |
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requested_movement = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") |
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requested_movement = requested_movement.limit_length(1.0) * speed |
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velocity = Vector3(requested_movement.x, velocity.y, requested_movement.y) |
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if not ai_controller.done: |
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move_and_slide() |
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reset_on_player_falling() |
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func reset_on_player_falling(): |
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if global_position.y < -1.0: |
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game_over(-1.0) |
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func game_over(reward: float = 0.0): |
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ai_controller.reward += reward |
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game_scene_manager.reset() |
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func reset(): |
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ai_controller.end_episode() |
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transform = initial_transform |
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func _on_goal_body_entered(body: Node3D) -> void: |
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game_over(1.0) |
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func _on_obstacle_body_entered(body: Node3D) -> void: |
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game_over(-1.0) |
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