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() | |