extends CharacterBody2D # Declare member variables here. Examples: # var a = 2 # var b = "text" const pad = 100 const WIDTH = 1280 const HEIGHT = 720 const MAX_FRUIT = 10 var _bounds := Rect2(pad,pad,WIDTH-2*pad,HEIGHT-2*pad) @export var speed := 500 @export var friction = 0.18 var _velocity := Vector2.ZERO var _action = Vector2.ZERO var _heuristic = "player" @onready var fruit = $"../Fruit" @onready var raycast_sensor = $"RaycastSensor2D" @onready var walls := $"../Walls" @onready var colision_shape := $"CollisionShape2D" var fruit_just_entered = false var just_hit_wall = false var done = false var best_fruit_distance = 10000.0 var fruit_count = 0 var n_steps = 0 var MAX_STEPS = 20000 var needs_reset = false var reward = 0.0 func _ready(): raycast_sensor.activate() reset() func _physics_process(delta): n_steps +=1 if n_steps >= MAX_STEPS: done = true needs_reset = true if needs_reset: needs_reset = false reset() return var direction = get_direction() if direction.length() > 1.0: direction = direction.normalized() # Using the follow steering behavior. var target_velocity = direction * speed _velocity += (target_velocity - _velocity) * friction set_velocity(_velocity) move_and_slide() _velocity = velocity update_reward() if Input.is_action_just_pressed("r_key"): reset() func reset(): needs_reset = false fruit_just_entered = false just_hit_wall = false #done = false fruit_count = 0 _velocity = Vector2.ZERO _action = Vector2.ZERO position = _calculate_new_position() spawn_fruit() # position.x = randf_range(_bounds.position.x, _bounds.end.x) # position.y = randf_range(_bounds.position.y, _bounds.end.y) # fruit.position.x = randf_range(_bounds.position.x, _bounds.end.x) # fruit.position.y = randf_range(_bounds.position.y, _bounds.end.y) best_fruit_distance = position.distance_to(fruit.position) n_steps = 0 func _calculate_new_position(position: Vector2=Vector2.ZERO) -> Vector2: var new_position := Vector2.ZERO new_position.x = randf_range(_bounds.position.x, _bounds.end.x) new_position.y = randf_range(_bounds.position.y, _bounds.end.y) if (position - new_position).length() < 4.0*colision_shape.shape.get_radius(): return _calculate_new_position(position) var radius = colision_shape.shape.get_radius() var rect = Rect2(new_position-Vector2(radius, radius), Vector2(radius*2, radius*2) ) for wall in walls.get_children(): #wall = wall as Area2D var cr = wall.get_node("ColorRect") var rect2 = Rect2(cr.get_position()+wall.position, cr.get_size()) if rect.intersects(rect2): return _calculate_new_position() return new_position func get_direction(): if done: _velocity = Vector2.ZERO return Vector2.ZERO if _heuristic == "model": return _action var direction := Vector2( Input.get_action_strength("move_right") - Input.get_action_strength("move_left"), Input.get_action_strength("move_down") - Input.get_action_strength("move_up") ) return direction func set_action(action): _action.x = action["move"][0] _action.y = action["move"][1] func reset_if_done(): if done: reset() func get_obs(): var relative = fruit.position - position var distance = relative.length() / 1500.0 relative = relative.normalized() var result := [] result.append(((position.x / WIDTH)-0.5) * 2) result.append(((position.y / HEIGHT)-0.5) * 2) result.append(relative.x) result.append(relative.y) result.append(distance) var raycast_obs = raycast_sensor.get_observation() result.append_array(raycast_obs) return { "obs": result, } func update_reward(): reward -= 0.01 # step penalty reward += shaping_reward() func zero_reward(): reward = 0.0 func get_reward(): return reward func shaping_reward(): var s_reward = 0.0 var fruit_distance = position.distance_to(fruit.position) if fruit_distance < best_fruit_distance: s_reward += best_fruit_distance - fruit_distance best_fruit_distance = fruit_distance s_reward /= 100.0 return s_reward func set_heuristic(heuristic): self._heuristic = heuristic func get_obs_space(): # typs of obs space: box, discrete, repeated return { "obs": { "size": [len(get_obs()["obs"])], "space": "box" } } func get_action_space(): return { "move" : { "size": 2, "action_type": "continuous" } } func get_done(): return done func set_done_false(): done = false func spawn_fruit(): fruit.position = _calculate_new_position(position) best_fruit_distance = position.distance_to(fruit.position) func fruit_collected(): fruit_just_entered = true reward += 10.0 fruit_count += 1 spawn_fruit() # if fruit_count > MAX_FRUIT: # done = true func wall_hit(): done = true reward -= 10.0 just_hit_wall = true reset() func _on_Fruit_body_entered(body): fruit_collected() func _on_LeftWall_body_entered(body): wall_hit() func _on_RightWall_body_entered(body): wall_hit() func _on_TopWall_body_entered(body): wall_hit() func _on_BottomWall_body_entered(body): wall_hit()