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extends CharacterBody3D
class_name Player
signal reset(player:Player, end: bool)
@export var speed = 5.0
@export var acceleration = 4.0
@export var jump_speed = 5.0
@export var mouse_sensitivity = 0.0015
@export var ai_mouse_sensitivity = 0.03
@export var rotation_speed = 12.0
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var jumping = false
var last_floor = true
var best_goal_distance := 10000.0
var goal
var turn_action = Vector2.ZERO
var jump_action = false
var move_action = Vector2.ZERO
var current_level = 0
@onready var spring_arm = $SpringArm3D
@onready var model = $MeshInstance3D
@onready var ai_controller = $AIController3D
func _ready():
#Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
ai_controller._player = self
await get_tree().root.ready
emit_signal("reset", self, false)
func _physics_process(delta):
if Input.is_action_just_pressed("escape"):
get_tree().quit()
if Input.is_action_just_pressed("mouse_toggle"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if position.y < -10.0:
ai_controller.reward -= 5.0
game_over()
if ai_controller.needs_reset:
game_over()
velocity.y += -gravity * delta * 2.0
get_move_input(delta)
move_and_slide()
rotation.y = get_input_rotation()
var horizontal_velocity = Vector2(velocity.x, velocity.z)
# We just hit the floor after being in the air
if is_on_floor() and not last_floor:
jumping = false
last_floor = is_on_floor()
if is_on_floor() and get_jump_action():
velocity.y = jump_speed
jumping = true
if jumping:
$AnimatedChar.play_anim("Idle")
else:
if horizontal_velocity.length() > 0.1:
$AnimatedChar.play_anim("Run")
$AnimatedChar.rotation.y = atan2(horizontal_velocity.x, horizontal_velocity.y) - rotation.y
else:
$AnimatedChar.play_anim("Idle")
update_reward()
func get_input_rotation():
if ai_controller.heuristic == "model":
rotation.x -= turn_action.y * ai_mouse_sensitivity
rotation_degrees.x = clamp(rotation_degrees.x, -10.0, 10.0)
rotation.y -= turn_action.x * ai_mouse_sensitivity
return rotation.y
func get_jump_action() -> bool:
if ai_controller.heuristic == "model":
return jump_action
if !$SpringArm3D/Camera3D.is_current():
return false
return Input.is_action_just_pressed("jump")
func get_move_input(delta):
var vy = velocity.y
velocity.y = 0
var input = Vector2.ZERO
if ai_controller.heuristic == "model":
input = move_action
elif $SpringArm3D/Camera3D.is_current():
input = Input.get_vector("right", "left", "back", "forward")
var dir = Vector3(input.x, 0, input.y).rotated(Vector3.UP, rotation.y)
velocity = lerp(velocity, dir * speed, acceleration * delta)
velocity.y = vy
func _unhandled_input(event):
if ai_controller.heuristic == "model":
return
if !$SpringArm3D/Camera3D.is_current():
return
if event is InputEventMouseMotion:
rotation.x -= event.relative.y * mouse_sensitivity
rotation_degrees.x = clamp(rotation_degrees.x, -10.0, 10.0)
rotation.y -= event.relative.x * mouse_sensitivity
func game_over(end:=false):
ai_controller.done = true
ai_controller.reset()
emit_signal("reset", self, end)
best_goal_distance = global_transform.origin.distance_to(goal.global_transform.origin)
look_at(goal.global_transform.origin, Vector3.UP)
rotate_y(deg_to_rad(180))
func update_reward():
ai_controller.reward -= 0.01 # step penalty
ai_controller.reward += shaping_reward()
func shaping_reward():
var s_reward = 0.0
var goal_distance = 0
goal_distance = global_transform.origin.distance_to(goal.global_transform.origin)
if goal_distance < best_goal_distance:
s_reward += best_goal_distance - goal_distance
best_goal_distance = goal_distance
return s_reward
func hit_by_bomb():
ai_controller.reward -= 5.0
game_over()
func _on_hurt_box_area_entered(area:Area3D):
if area is HitBox:
# negative reward
ai_controller.reward -= 5.0
game_over()
func level_complete():
ai_controller.reward += 10.0
# positive reward
game_over(true)
func activate_cam():
$SpringArm3D/Camera3D.set_current(true)
func deactivate_cam():
$SpringArm3D/Camera3D.set_current(false)