Moved to pith verbage; CPUController WIP testing
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@@ -8,7 +8,7 @@ func _process(_delta: float) -> void:
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if Globals.ControlMode.PLAYER_MODE == jet.controller.control_mode:
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continue
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process_jet_plan(jet.controller.cpu)
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process_jet_plan(jet)
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func _controller_message(event: BaseEvent) -> void:
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if event is InitSpawnsLoadedEvent:
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@@ -22,7 +22,71 @@ func handle_init_spawns_loaded_event() -> void:
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create_jet_plan(jet)
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func create_jet_plan(jet: Jet) -> void:
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print(jet)
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assign_jet_target(jet)
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func process_jet_plan(jet: CPU) -> void:
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jet.yaw_left()
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func assign_jet_target(jet: Jet) -> void:
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for _jet: Jet in jets_collection.get_children():
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if _jet.faction == jet.faction: continue
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if _jet.targeted_by: continue
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_jet.targeted_by = jet
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jet.target = _jet
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break
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func process_jet_plan(jet: Jet) -> void:
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if not is_instance_valid(jet.target): return
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var direction: Vector3 = (
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jet.target.global_position - jet.global_position
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).normalized()
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var target_basis = Basis.looking_at(direction, Vector3.UP)
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var target_rotation = target_basis.get_euler()
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var current_rotation = jet.global_rotation
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var yaw_error = wrapf(
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target_rotation.y - current_rotation.y,
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-PI,
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PI
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)
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var pitch_error = wrapf(
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target_rotation.x - current_rotation.x,
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-PI,
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PI
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)
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var deadzone = deg_to_rad(2.0)
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if yaw_error > deadzone:
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jet.controller.cpu.yaw_right()
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elif yaw_error < -deadzone:
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jet.controller.cpu.yaw_left()
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else:
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jet.controller.cpu.no_action()
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if pitch_error > deadzone:
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jet.controller.cpu.pitch_down()
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elif pitch_error < -deadzone:
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jet.controller.cpu.pitch_up()
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#func process_jet_plan(jet: Jet) -> void:
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#var direction = (jet.target.global_position - jet.global_position).normalized()
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#var target_basis = jet.looking_at(direction, Vector3.UP)
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#var target_rotation = target_basis.get_euler()
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#var direction = jet.target.global_position - jet.global_position
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#var desired_rotation = jet.look_rotation(direction)
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#var rotation_error = desired_rotation - jet.rotation
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#jet.pitch_input = calculate_pitch(rotation_error)
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#jet.yaw_input = calculate_yaw(rotation_error)
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#jet.roll_input = calculate_roll(rotation_error)
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#jet.throttle = calculate_throttle(distance)
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@@ -15,11 +15,11 @@ func unhandled_input(_event: InputEvent) -> Globals.ControllerCommand:
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return command
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func pull_up() -> void:
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command = Globals.ControllerCommand.PULL_UP
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func pitch_up() -> void:
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command = Globals.ControllerCommand.PITCH_UP
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func push_down() -> void:
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command = Globals.ControllerCommand.PUSH_DOWN
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func pitch_down() -> void:
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command = Globals.ControllerCommand.PITCH_DOWN
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func yaw_left() -> void:
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command = Globals.ControllerCommand.YAW_LEFT
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@@ -2,10 +2,10 @@ class_name Player extends Node
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func process(_delta: float) -> Globals.ControllerCommand:
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if Input.is_action_pressed("pull_up"):
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return Globals.ControllerCommand.PULL_UP
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if Input.is_action_pressed("push_down"):
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return Globals.ControllerCommand.PUSH_DOWN
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if Input.is_action_pressed("pitch_up"):
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return Globals.ControllerCommand.PITCH_UP
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if Input.is_action_pressed("pitch_down"):
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return Globals.ControllerCommand.PITCH_DOWN
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if Input.is_action_pressed("yaw_left"):
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return Globals.ControllerCommand.YAW_LEFT
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if Input.is_action_pressed("yaw_right"):
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@@ -21,10 +21,10 @@ func do_action(
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var change_rate: float = deg_to_rad(1) * delta
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match action:
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Globals.ControllerCommand.PULL_UP:
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pull_up(change_rate, jet)
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Globals.ControllerCommand.PUSH_DOWN:
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push_down(change_rate, jet)
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Globals.ControllerCommand.PITCH_UP:
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pitch_up(change_rate, jet)
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Globals.ControllerCommand.PITCH_DOWN:
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pitch_down(change_rate, jet)
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Globals.ControllerCommand.YAW_LEFT:
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yaw_left(change_rate, jet)
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Globals.ControllerCommand.YAW_RIGHT:
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@@ -40,10 +40,10 @@ func do_action(
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_:
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pass
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func pull_up(change_rate: float, jet: Jet) -> void:
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func pitch_up(change_rate: float, jet: Jet) -> void:
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jet.rotate_object_local(Vector3.RIGHT, change_rate * MIN_SPEED)
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func push_down(change_rate: float, jet: Jet) -> void:
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func pitch_down(change_rate: float, jet: Jet) -> void:
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jet.rotate_object_local(Vector3.LEFT, change_rate * MIN_SPEED)
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func yaw_left(change_rate: float, jet: Jet) -> void:
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