| extends CharacterBody3D | |
| class_name Player | |
| signal reset_signal | |
| const SPEED := 30.0 | |
| const JUMP_VELOCITY := 4.5 | |
| const TURN_SENS := 2.0 | |
| @onready var ai_controller_3d = $AIController3D | |
| @onready var health_bar = $HealthBar | |
| var score := 0 | |
| var health := 3: | |
| set(value): | |
| health = value | |
| health_bar.update_health(health) | |
| if health == 0: | |
| game_over() | |
| func _ready(): | |
| ai_controller_3d.init(self) | |
| func game_over(): | |
| ai_controller_3d.done = true | |
| ai_controller_3d.needs_reset = true | |
| func _physics_process(delta): | |
| if ai_controller_3d.needs_reset: | |
| reset() | |
| ai_controller_3d.reset() | |
| return | |
| var fb : float | |
| var turn : float | |
| if ai_controller_3d.heuristic == "human": | |
| fb = Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward") | |
| turn = Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right") | |
| else: | |
| fb = ai_controller_3d.fb_action | |
| turn = ai_controller_3d.turn_action | |
| fb = clamp(fb, -1.0, 0.5) # limit reverse speed | |
| #prints(ai_controller_3d.reward, ai_controller_3d.done, fb) | |
| rotation.y += deg_to_rad(turn*TURN_SENS) | |
| var direction = (transform.basis * Vector3(0.0, 0, fb)) # .normalized() | |
| if direction: | |
| velocity.x = direction.x * SPEED | |
| velocity.z = direction.z * SPEED | |
| else: | |
| velocity.x = move_toward(velocity.x, 0, SPEED) | |
| velocity.z = move_toward(velocity.z, 0, SPEED) | |
| var collided = move_and_slide() | |
| if collided: | |
| obstacle_hit() | |
| func reset(): | |
| position = Vector3.ZERO | |
| health = 3 | |
| score = 0 | |
| reset_signal.emit() | |
| func chest_collected(): | |
| #print("chest collected") | |
| score += 1 | |
| ai_controller_3d.reward += 1.0 | |
| func mine_hit(): | |
| #print("mine hit") | |
| score -= 1 | |
| health -= 1 | |
| ai_controller_3d.reward -= 1.0 | |
| func obstacle_hit(): | |
| #print("obstacle hit") | |
| pass | |
| #ai_controller_3d.reward -= 0.01 | |
| func _on_game_area_body_exited(body): | |
| #print("left game area") | |
| game_over() | |