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MUR/scripts/player/bot_controls.gd

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GDScript3
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extends Spatial
class_name BotPlayer
var player:Player
const MAX_OFFSET = 8.0
const OFFSET_STEPS = 0.1
const PRE_BREAK_DISTANCE = 3.0
var break_constrain = 0.0
var break_distance = 0.0
var thrust_distance = 0.0
export var difficulty:float = 0.0
var rate = 0.0
func _process(delta):
if is_network_master() && player != null:
if player.is_out():
if player.is_resetable:
player.reset()
else:
if player.get_road() != null:
var road = player.get_road()
var speed = player.current_speed
var offset = 0
var distance = player.follow.get_offset() - OFFSET_STEPS
var tmp_constrain = 0.0
break_constrain = 0.0
break_distance = 0.0
thrust_distance = 0.0
while offset <= MAX_OFFSET && road != null:
var constrain_index = road.get_constrain_index(distance)
var road_length = road.get_lane_curve(player.lane).get_baked_length()
if constrain_index >= 0:
tmp_constrain = road.speed_constrains[constrain_index].z
if tmp_constrain > 0 && (break_constrain == 0.0 || tmp_constrain < break_constrain):
break_constrain = tmp_constrain
if break_distance == 0:
break_distance = offset
if tmp_constrain < 0 && thrust_distance == 0:
thrust_distance = offset
distance += OFFSET_STEPS
offset += OFFSET_STEPS
if distance >= road_length && gamestate.game != null:
distance = 0
road = gamestate.game.route.get_road(road.get_index()+1)
if break_constrain > 0 && speed > break_constrain - 0.005 && break_distance < thrust_distance + PRE_BREAK_DISTANCE && rate < difficulty:
player.thrust = -1
elif speed - 0.01 < break_constrain:
player.thrust = 1
elif break_constrain == 0.0 && rate < difficulty || speed < 0.02:
player.thrust = 1
else:
player.thrust = 0
func set_player(path:String):
player = get_node(path)
get_node("inventory").set_player(player)
func set_difficulty(new_difficulty:float):
difficulty = new_difficulty
func _on_rate_timer_timeout():
rate = util.randf()