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()