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36 lines
1.3 KiB
GDScript
36 lines
1.3 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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func _ready() -> void:
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_boundary = get_tree().get_first_node_in_group("arena_boundary")
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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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