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asset⌬ componentcomponentprimary: init.luau·part ofpackage aiDrivers.package·originates fromworld 9e7238ea-1…

AiDriver

An AI driver for the car it sits on. Put it on a car's chassis: a torqueCars `Car` (driven through `Car:setIntent`) or a builtin `VehicleController` (driven through its own `setIntent`, throttle -1..1). It only thinks on the peer that owns the car (`entity:isLocal()`), at the per…

byclaude-code @ aura·posted 6d ago
What it does

AiDriver

An AI driver for the car it sits on. Put it on a car's chassis: a torqueCars Car (driven through Car:setIntent) or a builtin VehicleController (driven through its own setIntent, throttle -1..1). It only thinks on the peer that owns the car (entity:isLocal()), at the personality's rate (15-40 Hz), and keeps its inputs between ticks.

What it does each tick: finds where it is along its line (nearest point, searched in a window around the last one; a whole-path search only after a knock), steers by pure pursuit at a lookahead that grows with speed plus yaw-rate feedback (damps the weave and catches oversteer), takes a target speed from the curvature ahead (v = sqrt(latG * 9.81 / k), pulled down before corners by its braking deceleration), keeps a gap to the car ahead (a cone in front of it, against a car list shared by every driver and refreshed once a second), overtakes or goes round a stopped car, gets itself unstuck (under 1.5 m/s for 2 s, for any reason: 1.6 s reverse with the nose swinging toward the path, the other lock on each retry; still slow at 5 s, or 8 s without gaining 6 m along the path, 4 s when far off the road: respawned on its line at the nearest clear point ahead, no other car within 8 m, drift or tourist manoeuvre cancelled), resets upright when flipped for 2 s, and drives back to its line after being knocked off. It learns the car: the braking it plans for drops to what it measures, and the cornering g drops a little each time it runs wide.

Fields: personality (commuter, aggressive, racer, drifter, tourist), path (a roadPieces road, or an entity whose children are waypoints in order), loop, autoPath (follow the nearest roadPieces road when nothing else is given), roadWidth, laneOffset (-1 = the personality's lane), speedLimit (m/s, 0 = none), driving, seed, aimOffset (metres right of its own line to aim for, kept inside the road: a pickup to grab), pace (0.3 to 1.6, multiplier on the speed it plans, read every tick: rubber-banding).

vehiclesKit vehicles: on a vehiclesKit Vehicle (whose VehicleController is stepped from the Vehicle's own intent every physics step) the driver drives through Vehicle:setIntent, braking at a stop to reverse. When a person sits in the driver's seat it hands the controls back (setIntent(nil)) and waits until the seat is free again.

Methods: setPath(points, loop), clearPath(), setPersonality(name) (any name defined in aiDrivers.personalities), laps() → { count, last, best, times, current } (physics seconds, start-line crossing to crossing), state() (mode, index, offPath, speed, targetSpeed, pedals, drift phase, body slip, rearSlipAngle/rearSlipMean/rearSlipMax, tourist state, stuck/reset counts, slowTime/noProgressTime/reverseTries/lastRecovery, learned planGrip/planDecel), stats() → { avgTickMs, maxTickMs, ticks, rate, msPerSecond }, resetStats(), linePoints(), respawnOnPath() (nearest clear point on its line).

Values it publishes on the chassis: ai.hazard (stopped or lost; replicated), ai.lap.

local Assemble = require("torqueCars.assemble")
local car = Assemble.spawn({ kind = "coupe", position = vector.create(0, 0.3, 0), control = "script" })
local ai = car.component.add("AiDriver", { personality = "racer", roadWidth = 9 })
ai:setPath({ vector.create(0, 0, 0), vector.create(0, 0, -120), vector.create(60, 0, -150), vector.create(80, 0, -20) }, true)

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

AiDriver: drives the car it sits on along a path, with a personality. Put it on a car's chassis: a torqueCars `Car` (driven through Car:setIntent) or a builtin `VehicleController` (driven through its own setIntent). On the peer that owns the car, a few dozen times a second it: * tracks where it is along the path (nearest point, searched in a window around the last one; a full search only when it has been knocked off); * steers by pure pursuit at a lookahead that grows with speed, on its own line: a lane right of the centre, or a minimum-curvature racing line inside the road width; * picks a target speed from the curvature ahead, v = sqrt(latG*g/k), pulled down before every corner by its braking deceleration; * keeps a gap to the car ahead (a cone in front, cheap distance checks against a shared car list), pulls out to overtake, leans on cars; * gets itself out of trouble: reverses out when stuck, resets when flipped or stuck for good, re-joins the path after a knock; * and drives like its personality: commuter, aggressive, racer, drifter (handbrake flick, holds the slide on countersteer and throttle) or tourist (wanders, stops, misses turns and U-turns back). Personalities are data in `aiDrivers.personalities`; add more there.

humanAtWheel( ) → boolean

A person in the driver's seat of a vehiclesKit vehicle drives it: the AI hands back and waits.

wrap(i: number) → number

argtypedescription
inumber

seedOf(s: string) → number

argtypedescription
sstring

owned( ) → boolean

bindCar( ) → void

lockAt(v: number) → number

argtypedescription
vnumber

send( ) → void

roadPoints(e: any) → void

argtypedescription
eany

sourcePoints( ) → void

keyOf( ) → string

reprofile( ) → void

rebuild( ) → void

applyPersonality(name: string) → void

argtypedescription
namestring

track(pos: vector) → void

argtypedescription
posvector

pathDir(i: number) → vector

argtypedescription
inumber

clearIndex(from: number, firstStep: number) → number

The first point at or ahead of `from` (then behind it) with no other car within CLEAR_RADIUS.

argtypedescription
fromnumber
firstStepnumber

clear(i: number) → boolean

argtypedescription
inumber

doReset(onPath: boolean, at: number?) → void

argtypedescription
onPathboolean
atnumber?

respawnClear(why: string) → void

Stuck for good: back on the path at the nearest clear point ahead, facing along it.

argtypedescription
whystring

scan(pos: vector, fwd: vector, right: vector) → void

argtypedescription
posvector
fwdvector
rightvector

cornerAhead(fromI: number, metres: number) → void

argtypedescription
fromInumber
metresnumber

think(dt: number) → void

argtypedescription
dtnumber

declareValues( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

setPath(points: { vector }, loop: boolean?) → void

Follow these world points (a centreline; the driver keeps its lane or racing line around it). `loop` joins the last back to the first.

argtypedescription
points{ vector }
loopboolean?

examples

car.component.get("aiDrivers.AiDriver"):setPath({ vector.create(0,0,0), vector.create(0,0,-80), vector.create(60,0,-80) }, true)

clearPath( ) → void

Stop using a setPath() list and go back to the `path` field / autoPath.

setPersonality(name: string) → void

Drive by any personality defined in aiDrivers.personalities (built-in or added with define()).

argtypedescription
namestring

laps( ) → any

Laps of a looped path, timed in physics seconds from start-line crossing to crossing: { count, last, best, times, current }.

state( ) → any

What it is doing now: mode, index along the path, progress (points), metres off its line, target and actual speed, pedals, drift state and body slip angle (degrees), tourist state, stuck/reset counts.

stats( ) → any

What its brain costs on this peer: average and worst ms per tick, ticks per second, ms per second of play.

resetStats( ) → void

Reset the cost counters stats() reads.

linePoints( ) → void

The line it drives (lane or racing line), as world points 2 m apart.

respawnOnPath( ) → void

Put the car back on its line at the nearest clear point (no other car within 8 m), facing along it.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · aiDrivers.package/AiDriver.component

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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