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https://github.com/jcreek/CosmicClash.git
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80 lines
2.8 KiB
GDScript
80 lines
2.8 KiB
GDScript
class_name Ball
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extends RigidBody3D
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# Physics ball. Floor gravity is untouched (gravity_scale in ball.tscn); this
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# only adds the wall/ceiling "surface pull" (see ArenaBoundary.get_surface_pull)
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# so the ball can cling near a wall for dribbling or hang against the ceiling
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# for ceiling shots, plus a safety speed clamp (the ball previously had none).
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@export_group("Surface Pull")
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@export var wall_pull_strength = 4.0 # Weaker than the ship's — assist, not adherence
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@export var wall_pull_range = 2.0
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@export var ceiling_pull_strength = 5.5 # Stays below the ball's effective gravity (0.8 * 9.8)
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@export var ceiling_pull_range = 2.0
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# Kept close to ship_observations.gd's BALL_SPEED_SCALE (30.0) so this feature
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# doesn't push ball velocity further out of the range trained policies expect.
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const MAX_SPEED := 32.0
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var _boundary: ArenaBoundary
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var _trail: GPUParticles3D
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func _ready() -> void:
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_boundary = get_tree().get_first_node_in_group("arena_boundary")
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if DisplayServer.get_name() == "headless":
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# _integrate_forces remains active; only the render-side trail updater is
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# disabled across the many parallel RL environments.
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set_physics_process(false)
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else:
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_build_trail()
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func _physics_process(_delta: float) -> void:
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if _trail:
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var speed_ratio := clampf(linear_velocity.length() / MAX_SPEED, 0.0, 1.0)
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_trail.emitting = speed_ratio > 0.12
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_trail.amount_ratio = smoothstep(0.12, 1.0, speed_ratio)
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func _build_trail() -> void:
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var mat := StandardMaterial3D.new()
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mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED
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mat.albedo_color = Color(0.55, 0.85, 1.0, 0.42)
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mat.emission_enabled = true
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mat.emission = Color(0.35, 0.72, 1.0)
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mat.emission_energy_multiplier = 1.8
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var quad := QuadMesh.new()
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quad.size = Vector2(0.22, 0.22)
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quad.material = mat
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var process := ParticleProcessMaterial.new()
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process.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
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process.emission_sphere_radius = 0.35
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process.gravity = Vector3.ZERO
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process.scale_min = 0.35
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process.scale_max = 1.0
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_trail = GPUParticles3D.new()
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_trail.name = "BallTrail"
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_trail.amount = 48
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_trail.lifetime = 0.48
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_trail.local_coords = false
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_trail.process_material = process
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_trail.draw_pass_1 = quad
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_trail.visibility_aabb = AABB(Vector3(-18, -18, -18), Vector3(36, 36, 36))
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_trail.emitting = false
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add_child(_trail)
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func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
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if _boundary:
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var pull := _boundary.get_surface_pull(
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global_position, wall_pull_strength, wall_pull_range,
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ceiling_pull_strength, ceiling_pull_range
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)
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state.apply_central_force(pull * mass)
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if state.linear_velocity.length() > MAX_SPEED:
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state.linear_velocity = state.linear_velocity.normalized() * MAX_SPEED
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