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https://github.com/jcreek/CosmicClash.git
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420 lines
16 KiB
GDScript
420 lines
16 KiB
GDScript
class_name TrainingMode
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extends GameMode
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# Headless self-play training mode: two RL-driven ships, no HUD, no camera.
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# The scene also contains the godot_rl_agents Sync node, which speaks TCP to
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# the Python trainer; this mode owns the environment rules — episodes, goal
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# rewards, and randomized episode-start states (the RLGym "state setter"
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# lesson: varied starts massively speed up learning versus kickoff-only).
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#
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# Run: godot --headless --path Game res://scenes/training.tscn
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# (started automatically by training/train.py; boots into idle ships with a
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# warning if no trainer is listening).
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#
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# Eval mode (used by training/evaluate.py): pass --eval_model_a=<path> and
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# --eval_model_b=<path> (+ optional --eval_episodes=N) and both ships are
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# instead driven by those exported policies via AIShipController; each episode
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# ends at the first goal (or a draw on timeout), and a final machine-readable
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# "EVAL_RESULT {...}" line is printed before quitting.
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#
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# Curriculum mode (used by training/train.py's --opponent-mode/--draw-penalty/
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# etc. flags, see TRAINING.md): --opponent_mode=inert|frozen swaps team 1's
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# live self-play agent for a do-nothing placeholder or a fixed exported
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# policy; --ai_<name>=<value> and the TrainingMode-level overrides below let
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# a run retune reward shaping / episode-start mix without touching script
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# defaults. See _parse_curriculum_args.
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@export var episode_length_seconds := 30.0
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# Run01-vs-run02 eval (see training/eval_history.json) came back 87.5% draws:
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# with a 30s episode, the dense per-tick terms on ShipAIController can sum to
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# several times this value before it was raised, so scoring and forfeiting
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# the rest of the episode's farmable reward was worse than never finishing.
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# Raised well above that ceiling so a real scoring chance always beats
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# continuing to farm dense reward for however long is left in the episode.
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@export var goal_reward := 40.0
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# One-time penalty applied to every agent when an episode times out with no
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# goal scored (see _physics_process's truncation branch) — distinct from
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# ShipAIController's per-tick time_penalty, which accrues regardless of
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# outcome and doesn't specifically mark "this episode ended undecided."
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# Default 0 (off) so ordinary runs are unaffected; curriculum stage 3 turns
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# this on via --draw_penalty to teach that a draw is still a failure.
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@export var draw_penalty := 0.0
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# Episode-start state mix; remaining probability = fully random state.
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@export_range(0.0, 1.0) var kickoff_state_chance := 0.2
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# Raised from 0.2: fixing the reward incentive to score (see goal_reward,
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# ball_touch_reward, time_penalty on ShipAIController) only helps if the
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# policy also gets enough reps at actually finishing. At 0.2 that scenario
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# was 1 in 5 episode starts; most training time was spent in generic
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# midfield play where a finish never comes up.
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@export_range(0.0, 1.0) var ball_near_goal_chance := 0.35
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# Which goal _place_ball_near_goal() favors: 0.5 = uniform between both goals
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# (default, matches historical behaviour). 1.0 = always the goal team 0
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# attacks — used by curriculum stage 1 (--attack_goal_bias=1.0) so a lone
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# trainee's near-goal resets are always finishing chances, not a coin flip
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# between attacking and defending an empty net.
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@export_range(0.0, 1.0) var attack_goal_bias := 0.5
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# Placement bounds for randomized episode starts, derived from the standard
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# enclosure (ArenaBoundary). The inset keeps a randomly oriented ship (1x1x4
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# box, worst-case half-extent ~2.05) from spawning intersecting the walls,
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# ceiling, or goal sensors.
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const SPAWN_INSET := 2.5
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const FIELD_HALF_X := ArenaBoundary.INNER_HALF_X - SPAWN_INSET
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const FIELD_HALF_Z := ArenaBoundary.GOAL_LINE_Z - SPAWN_INSET
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const FIELD_MIN_Y := 1.5
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const FIELD_MAX_Y := ArenaBoundary.INNER_HEIGHT - SPAWN_INSET
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# The corner curves reach at most their chord plane |x| + |z| = INNER_HALF_X
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# + INNER_HALF_Z - CORNER_RADIUS; spawns keep the same SPAWN_INSET clearance
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# from that plane as from the walls (perpendicular distance, hence the
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# sqrt(2) when expressed in |x| + |z| terms). The true curve bulges outward
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# from the chord, so this is conservative.
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const CORNER_LIMIT := ArenaBoundary.INNER_HALF_X + ArenaBoundary.INNER_HALF_Z \
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- ArenaBoundary.CORNER_RADIUS - SPAWN_INSET * sqrt(2.0)
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# Below this height a tilted ship could reach down into the wall-base
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# fillets, so low spawns stay an extra BASE_RADIUS off the walls.
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const FILLET_CLEAR_Y := ArenaBoundary.BASE_RADIUS + FIELD_MIN_Y
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const MAX_RANDOM_BALL_SPEED := 12.0
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const MAX_RANDOM_SHIP_SPEED := 8.0
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# Sim runs at 60 physics ticks per sim-second regardless of speedup.
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const TICKS_PER_SIM_SECOND := 60.0
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# The arena is physically enclosed, so nothing should ever get this far out.
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# If a body escapes anyway (physics regression, boundary edit), it is warned
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# about and respawned with no reward change and no episode end — a multi-hour
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# training run must survive it, and the escape must not shape rewards.
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const ESCAPE_MARGIN := 15.0
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var _agents: Array[ShipAIController] = []
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# Eval mode state (see header comment)
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var _eval := false
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var _eval_models: Array[String] = ["", ""]
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var _eval_episodes := 20
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var _eval_goals := {0: 0, 1: 0}
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var _eval_draws := 0
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var _eval_episodes_done := 0
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var _episode_ticks := 0
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# Curriculum mode state (see _parse_curriculum_args). "self_play" (default)
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# is today's only historical behaviour: both ships are live trainees sharing
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# the policy. "inert" gives team 1 a do-nothing placeholder ship (no bot
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# configured, same as MatchMode's fallback) so a lone trainee can drill
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# scoring against an empty net. "frozen" gives team 1 a fixed exported
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# policy via AIShipController — the same wiring the eval branch above
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# already uses, just for one side of a live training episode.
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var _opponent_mode := "self_play"
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var _opponent_model_path := ""
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# ShipAIController @export overrides collected from --ai_<name>=<value> args,
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# applied to every ShipAIController this run creates (see _attach_agent).
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var _ai_overrides := {}
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# Ships excluded from _attach_agent (the "inert" opponent) skip randomized
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# per-episode placement in _place_ships_random so they stay parked at their
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# arena spawn instead of drifting into the play area as a stray obstacle.
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var _inert_ships: Array[Ship] = []
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func _start() -> void:
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_parse_eval_args()
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_parse_curriculum_args()
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spawn_ball()
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if _eval:
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for team in [0, 1]:
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var bot := AIShipController.new()
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bot.model_path = _eval_models[team]
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spawn_ship(team, 0, bot)
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return
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var ship_team0 := spawn_ship(0, 0, RLShipController.new())
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var ship_team1: Ship
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match _opponent_mode:
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"inert":
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ship_team1 = spawn_ship(1, 0, ShipController.new())
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_inert_ships.append(ship_team1)
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"frozen":
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var bot := AIShipController.new()
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bot.model_path = _opponent_model_path
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ship_team1 = spawn_ship(1, 0, bot)
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_:
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ship_team1 = spawn_ship(1, 0, RLShipController.new())
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_attach_agent(ship_team0, ship_team1)
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if _opponent_mode == "self_play":
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_attach_agent(ship_team1, ship_team0)
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# Shared "--key=value" cmdline scan used by both eval and curriculum parsing.
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func _cmdline_kv_args() -> Dictionary:
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var args := {}
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for argument in OS.get_cmdline_args():
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if argument.begins_with("--") and argument.find("=") > -1:
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var key_value := argument.lstrip("--").split("=", true, 1)
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args[key_value[0]] = key_value[1]
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return args
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func _parse_eval_args() -> void:
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var args := _cmdline_kv_args()
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if args.has("eval_model_a") and args.has("eval_model_b"):
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_eval = true
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_eval_models[0] = args["eval_model_a"]
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_eval_models[1] = args["eval_model_b"]
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_eval_episodes = int(args.get("eval_episodes", str(_eval_episodes)))
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# TrainingMode @export names a curriculum run may override from the cmdline.
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# Explicit allow-list (not reflection) so a typo'd flag fails loudly instead
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# of silently matching an unrelated inherited export.
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const TRAINING_MODE_OVERRIDES := [
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"goal_reward", "draw_penalty", "kickoff_state_chance",
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"ball_near_goal_chance", "attack_goal_bias",
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]
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# ShipAIController @export names a curriculum run may override, read as
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# --ai_<name>=<value> to avoid colliding with the names above.
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const SHIP_AI_OVERRIDES := [
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"ball_touch_reward", "ball_touch_cooldown_ticks", "ball_touch_direction_floor",
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"velocity_to_ball_weight", "ball_velocity_to_goal_weight", "ball_distance_penalty",
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"wall_contact_penalty", "tilt_penalty", "speed_reward_weight", "time_penalty",
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"allow_vertical", "allow_pitch_roll",
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]
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func _parse_curriculum_args() -> void:
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var args := _cmdline_kv_args()
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if args.has("opponent_mode"):
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_opponent_mode = args["opponent_mode"]
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_opponent_model_path = args.get("opponent_model", _opponent_model_path)
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for name in TRAINING_MODE_OVERRIDES:
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if args.has(name):
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set(name, _typed_like(args[name], get(name)))
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for name in SHIP_AI_OVERRIDES:
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var key := "ai_%s" % name
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if args.has(key):
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_ai_overrides[name] = _typed_like(args[key], _ai_default(name))
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# Parses a cmdline string into the same Variant type as `sample` (bool/int/
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# float pass through Godot's str()-based conversions; anything else stays a
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# String), so callers can `set()` it straight onto a typed @export var.
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func _typed_like(value: String, sample) -> Variant:
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match typeof(sample):
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TYPE_BOOL:
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return value.to_lower() in ["1", "true", "yes"]
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TYPE_INT:
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return value.to_int()
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TYPE_FLOAT:
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return value.to_float()
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_:
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return value
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# ShipAIController isn't in the scene tree until _attach_agent instantiates
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# one, so overrides need a default to type-match against up front; this
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# mirrors ship_ai_controller.gd's own @export defaults.
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func _ai_default(name: String) -> Variant:
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match name:
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"ball_touch_reward": return 0.4
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"ball_touch_cooldown_ticks": return 60
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"ball_touch_direction_floor": return 0.3
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"velocity_to_ball_weight": return 0.02
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"ball_velocity_to_goal_weight": return 0.004
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"ball_distance_penalty": return 0.002
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"wall_contact_penalty": return 0.0025
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"tilt_penalty": return 0.002
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"speed_reward_weight": return 0.004
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"time_penalty": return 0.001
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"allow_vertical", "allow_pitch_roll": return true
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_: return null
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func _attach_agent(ship: Ship, opponent: Ship) -> void:
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var agent := ShipAIController.new()
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agent.name = "ShipAIController"
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agent.reset_after = int(episode_length_seconds * TICKS_PER_SIM_SECOND)
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for key in _ai_overrides:
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agent.set(key, _ai_overrides[key])
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ship.add_child(agent)
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agent.setup(ship, ship.controller as RLShipController, ball, opponent, _attack_goal_position(ship.team))
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_agents.append(agent)
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# The goal a team scores into: the one the opponent defends/concedes.
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func _goal_for_team(team: int) -> Goal:
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for goal in arena.get_goals():
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if goal.team == 1 - team:
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return goal
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push_error("TrainingMode: no goal found for team %d to attack" % team)
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return null
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func _attack_goal_position(team: int) -> Vector3:
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var goal := _goal_for_team(team)
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return goal.global_position if goal else Vector3.ZERO
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func _physics_process(_delta):
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_respawn_escaped_bodies()
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if _eval:
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_episode_ticks += 1
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if _episode_ticks > int(episode_length_seconds * TICKS_PER_SIM_SECOND):
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_eval_draws += 1
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_end_eval_episode()
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return
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# Both trainer-requested resets and truncation (reset_after ticks elapsed)
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# surface as needs_reset. Only truncation is an episode end the trainer
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# must be told about via done — a trainer-requested reset already knows.
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var needs_reset := false
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var truncated := false
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for agent in _agents:
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needs_reset = needs_reset or agent.needs_reset
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truncated = truncated or agent.n_steps > agent.reset_after
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if needs_reset:
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if truncated:
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for agent in _agents:
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agent.reward -= draw_penalty
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agent.done = true
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_reset_episode()
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return
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# Escape failsafe: see ESCAPE_MARGIN.
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func _respawn_escaped_bodies() -> void:
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for ship in ships:
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if is_instance_valid(ship) and _escaped(ship.global_position):
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push_warning("TrainingMode: ship escaped the enclosed arena — check boundary colliders")
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_place_body(ship, _ship_spawn_transforms[ship], Vector3.ZERO, Vector3.ZERO)
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if is_instance_valid(ball) and _escaped(ball.global_position):
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push_warning("TrainingMode: ball escaped the enclosed arena — check boundary colliders")
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_place_body(ball, arena.get_ball_spawn(), Vector3.ZERO, Vector3.ZERO)
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func _escaped(position: Vector3) -> bool:
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return absf(position.x) > ArenaBoundary.INNER_HALF_X + ESCAPE_MARGIN \
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or absf(position.z) > ArenaBoundary.INNER_HALF_Z + ESCAPE_MARGIN \
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or position.y < -ESCAPE_MARGIN \
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or position.y > ArenaBoundary.INNER_HEIGHT + ESCAPE_MARGIN
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func _on_goal_scored(conceding_team: int) -> void:
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if _eval:
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_eval_goals[1 - conceding_team] += 1
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_end_eval_episode()
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return
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for agent in _agents:
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agent.reward += goal_reward if agent.ship.team != conceding_team else -goal_reward
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agent.done = true
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_reset_episode()
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func _end_eval_episode() -> void:
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_eval_episodes_done += 1
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_episode_ticks = 0
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if _eval_episodes_done >= _eval_episodes:
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print("EVAL_RESULT " + JSON.stringify({
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"model_a": _eval_models[0],
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"model_b": _eval_models[1],
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"episodes": _eval_episodes_done,
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"goals_a": _eval_goals[0],
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"goals_b": _eval_goals[1],
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"draws": _eval_draws,
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}))
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get_tree().quit()
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return
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# Randomized states (not kickoff): deterministic policies would otherwise
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# replay the identical episode every time.
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_reset_episode()
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func _reset_episode() -> void:
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for agent in _agents:
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agent.reset()
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var roll := randf()
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if roll < kickoff_state_chance:
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reset_ball()
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reset_ships()
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elif roll < kickoff_state_chance + ball_near_goal_chance:
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_place_ships_random()
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_place_ball_near_goal()
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else:
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_place_ships_random()
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_place_ball_random()
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func _place_ball_random() -> void:
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var velocity := _random_direction() * randf_range(0.0, MAX_RANDOM_BALL_SPEED)
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_place_body(ball, Transform3D(Basis.IDENTITY, _random_position()), velocity, Vector3.ZERO)
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# Attacking/defending drill states: ball close to a goal, moving toward it.
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# Which goal is picked is biased by attack_goal_bias (0.5 = uniform between
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# both, matching historical behaviour; 1.0 = always the goal team 0 attacks).
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func _place_ball_near_goal() -> void:
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var goal := _goal_for_team(0) if randf() < attack_goal_bias else _goal_for_team(1)
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var toward_centre := -signf(goal.global_position.z)
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var position := Vector3(
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randf_range(-4.0, 4.0),
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randf_range(FIELD_MIN_Y, 4.0),
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goal.global_position.z + toward_centre * randf_range(3.0, 6.0)
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)
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var to_goal := (goal.global_position - position).normalized()
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var velocity := (to_goal + _random_direction() * 0.3).normalized() * randf_range(2.0, MAX_RANDOM_BALL_SPEED)
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_place_body(ball, Transform3D(Basis.IDENTITY, position), velocity, Vector3.ZERO)
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func _place_ships_random() -> void:
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for ship in ships:
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# Inert opponents (opponent_mode=inert) stay parked at their arena
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# spawn instead of drifting into the play area as a stray obstacle —
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# see _inert_ships.
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if ship in _inert_ships:
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continue
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var orientation := Basis.from_euler(Vector3(
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randf_range(-0.4, 0.4),
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randf_range(-PI, PI),
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randf_range(-0.4, 0.4)
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))
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var velocity := _random_direction() * randf_range(0.0, MAX_RANDOM_SHIP_SPEED)
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_place_body(ship, Transform3D(orientation, _random_position()), velocity, Vector3.ZERO)
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func _random_position() -> Vector3:
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# Resample anything too close to a corner curve or wall-base fillet (see
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# CORNER_LIMIT / FILLET_CLEAR_Y); the violating region is a few percent
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# of the volume, so 20 attempts effectively never fall through.
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var position := Vector3.ZERO
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for _attempt in 20:
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position = Vector3(
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randf_range(-FIELD_HALF_X, FIELD_HALF_X),
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randf_range(FIELD_MIN_Y, FIELD_MAX_Y),
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randf_range(-FIELD_HALF_Z, FIELD_HALF_Z)
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)
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if _spawn_position_clear(position):
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break
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return position
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func _spawn_position_clear(position: Vector3) -> bool:
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if absf(position.x) + absf(position.z) > CORNER_LIMIT:
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return false
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if position.y >= FILLET_CLEAR_Y:
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return true
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return absf(position.x) <= FIELD_HALF_X - ArenaBoundary.BASE_RADIUS \
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and absf(position.z) <= FIELD_HALF_Z - ArenaBoundary.BASE_RADIUS
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func _random_direction() -> Vector3:
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var direction := Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
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return direction.normalized() if direction.length_squared() > 0.001 else Vector3.FORWARD
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func _place_body(body: RigidBody3D, to: Transform3D, linear_velocity: Vector3, angular_velocity: Vector3) -> void:
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# Deferred: a RigidBody3D transform can't be set mid-physics-step
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body.set_deferred("global_transform", to)
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body.set_deferred("linear_velocity", linear_velocity)
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body.set_deferred("angular_velocity", angular_velocity)
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