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