Datasets:
extends CharacterBody3D | |
class_name Player | |
const MOVE_SPEED = 12 | |
const JUMP_FORCE = 30 | |
const GRAVITY = 0.98 | |
const MAX_FALL_SPEED = 30 | |
const TURN_SENS = 2.0 | |
@onready var cam = $Camera | |
var move_vec = Vector3() | |
var y_velo = 0 | |
# RL related variables | |
@onready var ai_controller := $AIController3D | |
@onready var robot = $Robot | |
@onready var virtual_camera = $RGBCameraSensor3D | |
var next = 1 | |
var just_reached_negative = false | |
var just_reached_positive = false | |
var just_fell_off = false | |
var best_goal_distance := 10000.0 | |
var grounded := false | |
var move_action := 0.0 | |
var turn_action := 0.0 | |
var jump_action := false | |
func _ready(): | |
ai_controller.init(self) | |
func _physics_process(_delta): | |
move_vec = get_move_vec() | |
#move_vec = move_vec.normalized() | |
move_vec = move_vec.rotated(Vector3(0, 1, 0), rotation.y) | |
move_vec *= MOVE_SPEED | |
move_vec.y = y_velo | |
velocity = move_vec | |
move_and_slide() | |
# turning | |
var turn_vec = get_turn_vec() | |
rotation_degrees.y += turn_vec * TURN_SENS | |
grounded = is_on_floor() | |
y_velo -= GRAVITY | |
if grounded and y_velo <= 0: | |
y_velo = -0.1 | |
if y_velo < -MAX_FALL_SPEED: | |
y_velo = -MAX_FALL_SPEED | |
if y_velo < 0 and !grounded: | |
robot.set_animation("falling-cycle") | |
var horizontal_speed = Vector2(move_vec.x, move_vec.z) | |
if horizontal_speed.length() < 0.1 and grounded: | |
robot.set_animation("idle") | |
elif horizontal_speed.length() >= 1.0 and grounded: | |
robot.set_animation("walk-cycle") | |
# elif horizontal_speed.length() >= 1.0 and grounded: | |
# robot.set_animation("run-cycle") | |
update_reward() | |
if Input.is_action_just_pressed("r_key"): | |
reset() | |
func get_move_vec() -> Vector3: | |
if ai_controller.done: | |
return Vector3.ZERO | |
if ai_controller.heuristic == "model": | |
return Vector3(0, 0, clamp(move_action, -1.0, 0.5)) | |
return Vector3( | |
0, | |
0, | |
clamp( | |
( | |
Input.get_action_strength("move_backwards") | |
- Input.get_action_strength("move_forwards") | |
), | |
-1.0, | |
0.5 | |
) | |
) | |
func get_turn_vec() -> float: | |
if ai_controller.heuristic == "model": | |
return turn_action | |
var rotation_amount = ( | |
Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right") | |
) | |
return rotation_amount | |
func reset(): | |
next = 1 | |
just_reached_negative = false | |
just_reached_positive = false | |
jump_action = false | |
set_position(Vector3(0, 1.5, 0)) | |
rotation_degrees.y = randf_range(-180, 180) | |
y_velo = 0.1 | |
ai_controller.reset() | |
func update_reward(): | |
ai_controller.reward -= 0.01 # step penalty | |
func calculate_translation(other_pad_translation: Vector3) -> Vector3: | |
var new_translation := Vector3.ZERO | |
var distance = randf_range(12, 16) | |
var angle = randf_range(-180, 180) | |
new_translation.z = other_pad_translation.z + sin(deg_to_rad(angle)) * distance | |
new_translation.x = other_pad_translation.x + cos(deg_to_rad(angle)) * distance | |
return new_translation | |
func _on_NegativeGoal_body_entered(_body: Node) -> void: | |
ai_controller.reward -= 1.0 | |
ai_controller.done = true | |
reset() | |
func _on_PositiveGoal_body_entered(_body: Node) -> void: | |
ai_controller.reward += 1.0 | |
ai_controller.done = true | |
reset() | |