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extends RigidBody3D
class_name Pusher
@export var acceleration := 1000
var requested_movement: Vector3
@onready var _AIController3D: AIController3D = $AIController3D
@export var puck: Puck
@export var goal: Area3D
@export var other_player: Pusher
var _initial_position: Vector3
func _ready():
_AIController3D.init(self)
_initial_position = position
func reset():
position = _initial_position
func _physics_process(_delta):
if _AIController3D.needs_reset:
_AIController3D.reset()
reset()
var movement: Vector3
if _AIController3D.heuristic != "human":
movement = requested_movement
else:
if Input.is_action_pressed("forward"):
movement.z -= 1
if Input.is_action_pressed("backward"):
movement.z += 1
if Input.is_action_pressed("left"):
movement.x -= 1
if Input.is_action_pressed("right"):
movement.x += 1
if movement:
apply_central_force(
global_transform.basis *
movement.limit_length(1) *
acceleration
)
# Small penalty for standing still
if linear_velocity.length() < 0.1:
_AIController3D.reward -= 0.00075
func _on_body_entered(body: PhysicsBody3D):
if body == puck:
# Reward for hitting the puck based on velocity
_AIController3D.reward += 0.085 * linear_velocity.length()
func _on_goal_body_entered(_body):
_AIController3D.reward += 10
_AIController3D.done = true
_AIController3D.needs_reset = true
other_player._AIController3D.reward -= 1
other_player._AIController3D.done = true
other_player._AIController3D.needs_reset = true