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Parent(s):
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Browse files- GridSensor3DExample.csproj +10 -0
- GridSensor3DExample.csproj.old +10 -0
- Ships.sln +25 -0
- addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd +7 -3
- addons/godot_rl_agents/sync.gd +21 -17
- bin/Ships.console.exe +0 -0
- bin/Ships.exe +2 -2
- bin/Ships.pck +2 -2
- bin/Ships.x86_64 +2 -2
- health_bar.gd +2 -2
- mine.gd +0 -8
GridSensor3DExample.csproj
ADDED
@@ -0,0 +1,10 @@
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<Project Sdk="Godot.NET.Sdk/4.2.1">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>GodotRLAgents</RootNamespace>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.ML.OnnxRuntime" Version="1.15.1" />
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</ItemGroup>
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</Project>
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GridSensor3DExample.csproj.old
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<Project Sdk="Godot.NET.Sdk/4.2.0">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>GodotRLAgents</RootNamespace>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.ML.OnnxRuntime" Version="1.15.1" />
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</ItemGroup>
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</Project>
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Ships.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.5.002.0
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "GridSensor3DExample", "GridSensor3DExample.csproj", "{A868A006-56AC-4F69-96E4-F5035575497C}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{A868A006-56AC-4F69-96E4-F5035575497C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{A868A006-56AC-4F69-96E4-F5035575497C}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{A868A006-56AC-4F69-96E4-F5035575497C}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{A868A006-56AC-4F69-96E4-F5035575497C}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {CE243986-53C0-46FC-BBE8-16608759C311}
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EndGlobalSection
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EndGlobal
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addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd
CHANGED
@@ -61,11 +61,15 @@ var geo = null
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func _update():
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if Engine.is_editor_hint():
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-
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-
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func _ready() -> void:
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-
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func _spawn_nodes():
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print("spawning nodes")
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func _update():
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if Engine.is_editor_hint():
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if is_node_ready():
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_spawn_nodes()
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func _ready() -> void:
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if Engine.is_editor_hint():
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if get_child_count() == 0:
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_spawn_nodes()
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else:
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_spawn_nodes()
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func _spawn_nodes():
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print("spawning nodes")
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addons/godot_rl_agents/sync.gd
CHANGED
@@ -1,5 +1,9 @@
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extends Node
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# --fixed-fps 2000 --disable-render-loop
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@export_range(1, 10, 1, "or_greater") var action_repeat := 8
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@export_range(1, 10, 1, "or_greater") var speed_up = 1
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@export var onnx_model_path := ""
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var _obs_space : Dictionary
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# Called when the node enters the scene tree for the first time.
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-
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func _ready():
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await get_tree().root.ready
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get_tree().set_pause(true)
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Engine.time_scale = _get_speedup() * 1.0
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prints("physics ticks", Engine.physics_ticks_per_second, Engine.time_scale, _get_speedup(), speed_up)
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-
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-
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-
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_set_seed()
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_set_action_repeat()
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initialized = true
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func _physics_process(
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# two modes, human control, agent control
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# pause tree, send obs, get actions, set actions, unpause tree
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if n_action_steps % action_repeat != 0:
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extends Node
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# --fixed-fps 2000 --disable-render-loop
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enum ControlModes {HUMAN, TRAINING, ONNX_INFERENCE}
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@export var control_mode: ControlModes = ControlModes.TRAINING
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@export_range(1, 10, 1, "or_greater") var action_repeat := 8
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@export_range(1, 10, 1, "or_greater") var speed_up = 1
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@export var onnx_model_path := ""
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var _obs_space : Dictionary
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# Called when the node enters the scene tree for the first time.
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func _ready():
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await get_tree().root.ready
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get_tree().set_pause(true)
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Engine.time_scale = _get_speedup() * 1.0
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prints("physics ticks", Engine.physics_ticks_per_second, Engine.time_scale, _get_speedup(), speed_up)
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_set_heuristic("human")
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match control_mode:
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ControlModes.TRAINING:
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connected = connect_to_server()
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if connected:
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_set_heuristic("model")
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_handshake()
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_send_env_info()
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else:
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push_warning("Couldn't connect to Python server, using human controls instead. ",
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"Did you start the training server using e.g. `gdrl` from the console?")
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ControlModes.ONNX_INFERENCE:
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assert(FileAccess.file_exists(onnx_model_path), "Onnx Model Path set on Sync node does not exist: %s" % onnx_model_path)
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onnx_model = ONNXModel.new(onnx_model_path, 1)
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_set_heuristic("model")
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_set_seed()
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_set_action_repeat()
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initialized = true
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func _physics_process(_delta):
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# two modes, human control, agent control
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# pause tree, send obs, get actions, set actions, unpause tree
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if n_action_steps % action_repeat != 0:
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bin/Ships.console.exe
CHANGED
Binary files a/bin/Ships.console.exe and b/bin/Ships.console.exe differ
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bin/Ships.exe
CHANGED
@@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:
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size
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version https://git-lfs.github.com/spec/v1
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oid sha256:910d1661cf406eb788be65369b4784b8bde02dd16e327fac690b501d08e9e886
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size 69051392
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bin/Ships.pck
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version https://git-lfs.github.com/spec/v1
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oid sha256:
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size
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version https://git-lfs.github.com/spec/v1
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+
oid sha256:263f8fcb2b07f49d3ea0f8b9e417b39cb07f1f2e93653d1e49f98e9ecf8f4268
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size 3509248
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bin/Ships.x86_64
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version https://git-lfs.github.com/spec/v1
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oid sha256:
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size
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version https://git-lfs.github.com/spec/v1
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oid sha256:fb6fa01639dd98489aac3e0dd5f9ecf0691b25b37a717f7380b1350d91ed23a4
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size 61637496
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health_bar.gd
CHANGED
@@ -2,10 +2,10 @@ extends Sprite3D
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@onready var health_bar_2d = $SubViewport/HealthBar2D
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func _ready():
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#texture = $SubViewport.get_texture()
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update_health(3.0)
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-
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func update_health(value):
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health_bar_2d.update_health(value, 3.0)
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@onready var health_bar_2d = $SubViewport/HealthBar2D
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func _ready():
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update_health(3.0)
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func update_health(value):
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health_bar_2d.update_health(value, 3.0)
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mine.gd
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@onready var area_3d = $Area3D
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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-
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func _on_area_3d_body_entered(body):
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if body is Player:
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body.mine_hit()
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@onready var area_3d = $Area3D
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func _on_area_3d_body_entered(body):
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if body is Player:
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body.mine_hit()
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