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 | |