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extends Node3D
class_name TrainingManager
## Manages multiple GameScenes.
## Resets all game scenes at this many steps and ends episode
@export var reset_after_steps := 300
@export var game_scene_to_instantiate: PackedScene
@export var scene_count: int = 8
@export var offset_between_scenes: Vector3
# Physics steps since game started
var _steps := 0
var _game_scenes: Array[GameSceneManager]
func _ready():
var current_position = offset_between_scenes
for i in range(0, scene_count):
var new_instance = game_scene_to_instantiate.instantiate() as GameSceneManager
add_child(new_instance, true)
new_instance.training_manager = self
new_instance.global_position += current_position
current_position += offset_between_scenes
new_instance.reset_game(0, false) # Reset game initially to randomize positions
_game_scenes.append(new_instance)
func _physics_process(delta: float) -> void:
_steps += 1
if _steps > reset_after_steps:
for game_scene in _game_scenes:
game_scene.reset_game(0, true)
_steps = 0