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