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extends VehicleBody3D |
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class_name Player |
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const STEER_SPEED = 6.0 |
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const STEER_LIMIT = 0.4 |
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var steer_target = 0 |
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@export var controlled = false |
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@export var engine_force_value = 40 |
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@export var brake_force_value = 60 |
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enum VEHICLE_TYPES {RedConvertible, Car, GreenJeep,PoliceCar, FireTruck, Delivery, GarbageTruck, Hatchback} |
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var VEHICLE_TYPES_STRINGS = ["RedConvertible", "Car", "GreenJeep","PoliceCar", "FireTruck", "Delivery", "GarbageTruck", "Hatchback"] |
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@export var vehicle_type : VEHICLE_TYPES = VEHICLE_TYPES.RedConvertible |
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var _heuristic := "human" |
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var done := false |
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var turn_action := 0.0 |
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var acc_action := false |
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var brake_action := false |
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var needs_reset := false |
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var reward := 0.0 |
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var starting_position : Vector3 |
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var starting_rotation : Vector3 |
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var best_goal_distance |
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var n_steps_without_positive_reward = 0 |
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var n_steps = 0 |
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@onready var sensor = $RayCastSensor3D |
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func reset(): |
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position = starting_position |
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rotation = starting_rotation |
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n_steps_without_positive_reward = 0 |
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n_steps = 0 |
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reward = 0.0 |
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GameManager.reset_waypoints(self) |
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best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) |
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pass |
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func reset_if_done(): |
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if done: |
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reset() |
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func get_obs(): |
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var next_waypoint_position = GameManager.get_next_waypoint(self).position |
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var goal_distance = position.distance_to(next_waypoint_position) |
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goal_distance = clamp(goal_distance, 0.0, 40.0) |
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var goal_vector = (next_waypoint_position - position).normalized() |
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goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y) |
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var obs = [] |
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obs.append(goal_distance/40.0) |
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obs.append_array([goal_vector.x, |
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goal_vector.y, |
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goal_vector.z]) |
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var next_next_waypoint_position = GameManager.get_next_next_waypoint(self).position |
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var next_next_goal_distance = position.distance_to(next_next_waypoint_position) |
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next_next_goal_distance = clamp(next_next_goal_distance, 0.0, 80.0) |
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var next_next_goal_vector = (next_next_waypoint_position - position).normalized() |
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next_next_goal_vector = next_next_goal_vector.rotated(Vector3.UP, -rotation.y) |
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obs.append(next_next_goal_distance/80.0) |
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obs.append_array([next_next_goal_vector.x, |
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next_next_goal_vector.y, |
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next_next_goal_vector.z]) |
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obs.append(clamp(brake/40.0,-1.0,1.0)) |
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obs.append(clamp(engine_force/40.0,-1.0,1.0)) |
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obs.append(clamp(steering,-1.0, 1.0)) |
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obs.append_array([clamp(linear_velocity.x/40.0,-1.0,1.0), |
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clamp(linear_velocity.y/40.0,-1.0,1.0), |
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clamp(linear_velocity.z/40.0,-1.0,1.0)]) |
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obs.append_array(sensor.get_observation()) |
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return { |
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"obs":obs |
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} |
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func get_reward(): |
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var total_reward = reward + shaping_reward() |
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if total_reward <= 0.0: |
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n_steps_without_positive_reward += 1 |
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else: |
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n_steps_without_positive_reward -= 1 |
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n_steps_without_positive_reward = max(0, n_steps_without_positive_reward) |
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return total_reward |
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func zero_reward(): |
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reward = 0.0 |
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func shaping_reward(): |
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var s_reward = 0.0 |
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var goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) |
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if goal_distance < best_goal_distance: |
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s_reward += best_goal_distance - goal_distance |
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best_goal_distance = goal_distance |
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var speed_reward = linear_velocity.length() / 100 |
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speed_reward = clamp(speed_reward, 0.0, 0.1) |
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return s_reward + speed_reward |
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func set_heuristic(heuristic): |
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self._heuristic = heuristic |
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func get_obs_space(): |
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var obs = get_obs() |
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return { |
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"obs": { |
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"size": [len(obs["obs"])], |
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"space": "box" |
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}, |
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} |
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func get_action_space(): |
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return { |
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"turn" : { |
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"size": 1, |
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"action_type": "continuous" |
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}, |
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"accelerate" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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"brake" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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} |
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func get_done(): |
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return done |
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func set_action(action): |
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turn_action = action["turn"][0] |
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acc_action = action["accelerate"] == 1 |
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brake_action = action["brake"] == 1 |
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func get_steer_target(): |
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if _heuristic == "human": |
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return Input.get_axis("turn_right", "turn_left") |
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else: |
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return clamp(turn_action, -1.0, 1.0) |
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func get_accelerate_value(): |
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if _heuristic == "human": |
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return Input.is_action_pressed("accelerate") |
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else: |
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return acc_action |
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func get_brake_value(): |
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if _heuristic == "human": |
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return Input.is_action_pressed("reverse") |
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else: |
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return brake_action |
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func _ready(): |
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GameManager.register_player(self) |
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best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) |
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$Node/Camera3D.current = controlled |
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starting_position = position |
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starting_rotation = rotation |
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$Meshes.set_mesh(VEHICLE_TYPES_STRINGS[vehicle_type]) |
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func set_control(value:bool): |
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controlled = value |
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$Node/Camera3D.current = value |
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func crossed_waypoint(): |
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reward += 100.0 |
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best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) |
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func bonus_reward(): |
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print("bonus reward") |
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reward += 50.0 |
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func set_done_false(): |
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done = false |
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func check_reset_conditions(): |
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if done: |
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return |
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n_steps += 1 |
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if n_steps > 10000: |
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print("resetting due to n_steps >10000") |
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done = true |
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reset() |
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return |
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if n_steps_without_positive_reward > 1000: |
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print("resetting due to n_steps_without_positive_reward >1000") |
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reward -= 10.0 |
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done = true |
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reset() |
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return |
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if transform.basis.y.dot(Vector3.UP) < 0.0: |
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print("resetting due to transform.basis.y.dot(Vector3.UP) < 0.0") |
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done = true |
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reset() |
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return |
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if position.y < -5.0: |
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print("resetting due to position.y < -5.0") |
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reward -= 10.0 |
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done = true |
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reset() |
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return |
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func _print_goal_info(): |
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var next_waypoint_position = GameManager.get_next_waypoint(self).position |
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var goal_distance = position.distance_to(next_waypoint_position) |
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goal_distance = clamp(goal_distance, 0.0, 20.0) |
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var goal_vector = (next_waypoint_position - position).normalized() |
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goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y) |
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prints(goal_distance, goal_vector) |
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func _physics_process(delta): |
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if _heuristic == "human" and not controlled: return |
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if needs_reset: |
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needs_reset = false |
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reset() |
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return |
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check_reset_conditions() |
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var fwd_mps = (linear_velocity * transform.basis).x |
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steer_target = get_steer_target() |
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steer_target *= STEER_LIMIT |
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var accelerating = false |
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if get_accelerate_value(): |
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accelerating = true |
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var speed = linear_velocity.length() |
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if speed < 5 and speed != 0: |
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engine_force = clamp(engine_force_value * 5 / speed, 0, 100) |
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else: |
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engine_force = engine_force_value |
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else: |
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engine_force = 0 |
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$Arrow3D.look_at(GameManager.get_next_waypoint(self).position) |
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if not accelerating and get_brake_value(): |
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if fwd_mps >= -1: |
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var speed = linear_velocity.length() |
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if speed < 5 and speed != 0: |
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engine_force = -clamp(engine_force_value * 5 / speed, 0, 100) |
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else: |
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engine_force = -engine_force_value |
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else: |
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brake = 1*brake_force_value |
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else: |
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brake = 0.0 |
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steering = move_toward(steering, steer_target, STEER_SPEED * delta) |
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