Training now works
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@@ -1,5 +1,8 @@
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extends Node
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class_name BallGameAI3D
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signal started_game
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signal stopped_game
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signal update_score
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var _cheers = {}
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var _game_area: AABB
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@@ -15,8 +18,11 @@ var ch2team: Dictionary = {}
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var gate2team = {}
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var _gates = {}
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var _scores = {}
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var training_time = 0.0
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const max_training_time: float = 180.0
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const max_score: int = 6
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enum {STATE_INIT, STATE_START, STATE_RUNNING, STATE_FINISH}
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enum {STATE_INIT, STATE_START, STATE_RUNNING, STATE_GOAL, STATE_FINISH}
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func _ready():
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_game_area = AABB()
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@@ -46,8 +52,33 @@ func add_cheer_game_location(team: int, loc: Vector3):
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func set_team_start(team: int, v: Vector3):
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_team_start[team] = v
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_game_area = _game_area.expand(v)
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func check_goal(gate):
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pass
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func check_goal(body, gate):
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if _state in [STATE_RUNNING, STATE_GOAL]:
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var team = gate2team[gate]
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if body is RigidBody:
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if body == _ball_instance:
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_scores[team ^ 1] += 1
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emit_signal("update_score", _scores)
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elif body is KinematicBody && _ball_carrier != null:
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if body == _ball_carrier.scene:
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world.increase_xp(_ball_carrier, 150)
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_scores[team] += 1
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emit_signal("update_score", _scores)
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catch_ball_delay += 3.0
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_ball_carrier.scene.drop_object(_ball_instance)
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_ball_instance.apply_impulse(Vector3(), Vector3(randf() - 0.5, randf() - 0.5, randf() - 0.5) * 10000.0)
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_ball_carrier = null
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_ball_team = -1
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if _state == STATE_GOAL:
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_state = STATE_RUNNING
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print("score: ", _scores)
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var max_team_score = -1
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for k in _scores.keys():
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if _scores[k] > max_team_score:
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max_team_score = _scores[k]
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if max_team_score >= max_score:
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_state = STATE_FINISH
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func set_team_gate(team: int, gate: Area):
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_gates[team] = gate
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gate2team[gate] = team
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@@ -79,6 +110,7 @@ func start_game():
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loc += 1
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for t in _teams.keys():
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_scores[t] = 0
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emit_signal("started_game", _scores)
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func stop_game():
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# for k in get_tree().get_nodes_in_group("ball"):
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# k.queue_free()
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@@ -94,6 +126,10 @@ func stop_game():
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world.increase_xp(e, min(e.xp * 2, min(100 * e.level, 1000)))
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for e in _cheers[winner_team]:
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world.increase_xp(e, min(e.xp * 2, min(200 * e.level, 2000)))
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emit_signal("stopped_game", _scores)
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var ball_delay = 0.0
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var catch_ball_delay = 0.0
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func _physics_process(delta):
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match(_state):
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STATE_START:
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@@ -117,3 +153,33 @@ func _physics_process(delta):
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ch.scene.walkto(tgt)
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else:
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ch.scene.walkto(tgt)
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if ch.scene.global_transform.origin.distance_to(tgt) < 0.6 && _ball_carrier == null && catch_ball_delay <= 0:
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ch.scene.take_object(_ball_instance)
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_state = STATE_GOAL
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_ball_carrier = ch
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_ball_team = t
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ball_delay = 20.0
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for tg in _teams.keys():
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for ch in _teams[tg]:
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if ch != _ball_carrier:
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ch.scene.walkto(_gates[tg].global_transform.origin)
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else:
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ch.scene.walkto(_gates[tg ^ 1].global_transform.origin)
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world.increase_xp(_ball_carrier, 50)
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if catch_ball_delay > 0:
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catch_ball_delay -= delta
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STATE_GOAL:
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ball_delay -= delta
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if ball_delay <= 0 || randf() > 0.995:
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if _ball_carrier:
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_ball_carrier.scene.drop_object(_ball_instance)
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_ball_carrier = null
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_ball_team = -1
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catch_ball_delay = 5.0
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_state = STATE_RUNNING
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STATE_FINISH:
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stop_game()
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_state = STATE_INIT
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training_time += delta
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if training_time >= max_training_time:
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stop_game()
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