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extends VehicleBody

const max_rpm: float = 2500.0
const max_torque: float = 2800.0
var n_jumps: int
onready var wheels = [$front_left_wheel, $front_right_wheel,
	$back_left_wheel, $back_right_wheel]
var slip
export(NodePath) var target = null

func car_can_jump() -> bool:
	for w in wheels:
		if not w.is_in_contact():
			return false
	return true

func is_car_flying() -> bool:
	for w in wheels:
		if w.is_in_contact():
			return false
	return true

func _physics_process(delta):
	var can_jump = car_can_jump()
	var is_flying = is_car_flying()

	if can_jump:
		n_jumps = 0

	var new_steering = (Input.get_action_strength("left")
			- Input.get_action_strength("right")) * 0.6
	var acceleration = (Input.get_action_strength("forward")
		- Input.get_action_strength("back"))
	var transform = get_transform().basis

	if Input.is_action_just_pressed("reset"):
		rotation = Vector3(0, 0, 0)
		angular_velocity = Vector3(0, 0, 0)
		linear_velocity = Vector3(0, 0, 0)
		get_global_transform().origin = Vector3(0, 0, 0)

	if can_jump:
		if new_steering != 0:
			steering = lerp(steering, new_steering, 2 * delta)
		else:
			steering = lerp(steering, 0, 8 * delta)

		var rpm = $back_left_wheel.get_rpm()
		if (acceleration < 0 and rpm > 0) or (acceleration > 0 and rpm < 0):
			for w in wheels:
				w.brake = 25
		else:
			for w in wheels:
				w.brake = 0

		$back_left_wheel.engine_force = acceleration * max_torque  * (1 - rpm / max_rpm)
		rpm = $back_right_wheel.get_rpm()
		$back_right_wheel.engine_force = acceleration * max_torque * (1 - rpm / max_rpm)

		if Input.is_action_pressed("toggle"):
			# handbrake
			$back_left_wheel.wheel_friction_slip = 1
			$back_right_wheel.wheel_friction_slip = 1
			for w in wheels:
				w.brake = 10
		else:
			$back_left_wheel.wheel_friction_slip = slip
			$back_right_wheel.wheel_friction_slip = slip
			for w in wheels:
				w.brake = 0
	elif is_flying:
		apply_torque_impulse(50.0 * acceleration * transform.x)
		if Input.is_action_pressed("toggle"):
			apply_torque_impulse(-100.0 * new_steering * transform.z)
		else:
			apply_torque_impulse(50.0 * new_steering * transform.y)

	if n_jumps < 2 and Input.is_action_just_pressed("jump"):
		apply_impulse(Vector3(0, 0, 0), Vector3(0, 2000, 0))
		n_jumps += 1

	if Input.is_action_pressed("turbo"):
		add_central_force(4000 * transform.x)


func _ready():
	for w in wheels:
		add_collision_exception_with(w)
	slip = $back_left_wheel.wheel_friction_slip