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AIController.gd CHANGED
@@ -1,11 +1,7 @@
1
- extends Node3D
2
- class_name AIController
3
 
4
- var _player : Player
5
 
6
  # ------------------ Godot RL Agents Logic ------------------------------------#
7
- var heuristic := "human"
8
- var done := false
9
  # example actions
10
 
11
  var movement_action := Vector2(0.0, 0.0)
@@ -13,10 +9,7 @@ var look_action := Vector2(0.0, 0.0)
13
  var jump_action := false
14
  var shoot_action := false
15
 
16
- var needs_reset := false
17
- var reward := 0.0
18
  var n_steps_without_positive_reward = 0
19
- var n_steps = 0
20
 
21
  @onready var wide_raycast_sensor = $WideRaycastSensor
22
  @onready var narrow_raycast_sensor = $NarrowRaycastSensor
@@ -43,10 +36,6 @@ func reset():
43
  n_steps_without_positive_reward = 0
44
  n_steps = 0
45
 
46
- func reset_if_done():
47
- if done:
48
- reset()
49
-
50
  func get_obs():
51
  var obs = []
52
  obs.append_array(wide_raycast_sensor.get_observation())
@@ -64,27 +53,12 @@ func get_reward():
64
  n_steps_without_positive_reward = max(0, n_steps_without_positive_reward)
65
  return total_reward
66
 
67
- func zero_reward():
68
- reward = 0.0
69
 
70
  func shaping_reward():
71
  var s_reward = 0.0
72
  return s_reward
73
 
74
 
75
- func set_heuristic(h):
76
- # sets the heuristic from "human" or "model" nothing to change here
77
- heuristic = h
78
-
79
- func get_obs_space():
80
- var obs = get_obs()
81
- return {
82
- "obs": {
83
- "size": [len(obs["obs"])],
84
- "space": "box"
85
- },
86
- }
87
-
88
  func get_action_space():
89
  return {
90
  "movement_action" : {
@@ -105,11 +79,6 @@ func get_action_space():
105
  },
106
  }
107
 
108
- func get_done():
109
- return done
110
-
111
- func set_done_false():
112
- done = false
113
 
114
  func set_action(action):
115
  movement_action = Vector2(clamp(action["movement_action"][0],-1.0,1.0), clamp(action["movement_action"][1],-1.0,1.0))
@@ -118,7 +87,7 @@ func set_action(action):
118
  shoot_action = action["shoot_action"] == 1
119
 
120
 
121
- func _physics_process(delta):
122
  n_steps += 1
123
  if n_steps > 4000:
124
  _player.needs_respawn = true
 
1
+ extends AIController3D
 
2
 
 
3
 
4
  # ------------------ Godot RL Agents Logic ------------------------------------#
 
 
5
  # example actions
6
 
7
  var movement_action := Vector2(0.0, 0.0)
 
9
  var jump_action := false
10
  var shoot_action := false
11
 
 
 
12
  var n_steps_without_positive_reward = 0
 
13
 
14
  @onready var wide_raycast_sensor = $WideRaycastSensor
15
  @onready var narrow_raycast_sensor = $NarrowRaycastSensor
 
36
  n_steps_without_positive_reward = 0
37
  n_steps = 0
38
 
 
 
 
 
39
  func get_obs():
40
  var obs = []
41
  obs.append_array(wide_raycast_sensor.get_observation())
 
53
  n_steps_without_positive_reward = max(0, n_steps_without_positive_reward)
54
  return total_reward
55
 
 
 
56
 
57
  func shaping_reward():
58
  var s_reward = 0.0
59
  return s_reward
60
 
61
 
 
 
 
 
 
 
 
 
 
 
 
 
 
62
  func get_action_space():
63
  return {
64
  "movement_action" : {
 
79
  },
80
  }
81
 
 
 
 
 
 
82
 
83
  func set_action(action):
84
  movement_action = Vector2(clamp(action["movement_action"][0],-1.0,1.0), clamp(action["movement_action"][1],-1.0,1.0))
 
87
  shoot_action = action["shoot_action"] == 1
88
 
89
 
90
+ func _physics_process(_delta):
91
  n_steps += 1
92
  if n_steps > 4000:
93
  _player.needs_respawn = true
FlyCam.gd CHANGED
@@ -12,7 +12,7 @@ func set_control(value):
12
  $Camera3D.current = value
13
 
14
 
15
- func _process(delta):
16
  var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
17
  var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
18
  direction.y = Input.get_axis("cam_down", "cam_up")
 
12
  $Camera3D.current = value
13
 
14
 
15
+ func _process(_delta):
16
  var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
17
  var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
18
  direction.y = Input.get_axis("cam_down", "cam_up")
addons/godot_rl_agents/controller/ai_controller_2d.gd CHANGED
@@ -1,8 +1,82 @@
1
- extends AIController
2
  class_name AIController2D
3
 
4
- # ------------------ Godot RL Agents Logic ------------------------------------#
 
 
 
 
 
 
 
5
  var _player: Node2D
6
 
 
 
 
7
  func init(player: Node2D):
8
  _player = player
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node2D
2
  class_name AIController2D
3
 
4
+ @export var reset_after := 1000
5
+
6
+ var heuristic := "human"
7
+ var done := false
8
+ var reward := 0.0
9
+ var n_steps := 0
10
+ var needs_reset := false
11
+
12
  var _player: Node2D
13
 
14
+ func _ready():
15
+ add_to_group("AGENT")
16
+
17
  func init(player: Node2D):
18
  _player = player
19
+
20
+ #-- Methods that need implementing using the "extend script" option in Godot --#
21
+ func get_obs() -> Dictionary:
22
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
23
+ return {"obs":[]}
24
+
25
+ func get_reward() -> float:
26
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
27
+ return 0.0
28
+
29
+ func get_action_space() -> Dictionary:
30
+ assert(false, "the get get_action_space method is not implemented when extending from ai_controller")
31
+ return {
32
+ "example_actions_continous" : {
33
+ "size": 2,
34
+ "action_type": "continuous"
35
+ },
36
+ "example_actions_discrete" : {
37
+ "size": 2,
38
+ "action_type": "discrete"
39
+ },
40
+ }
41
+
42
+ func set_action(action) -> void:
43
+ assert(false, "the get set_action method is not implemented when extending from ai_controller")
44
+ # -----------------------------------------------------------------------------#
45
+
46
+ func _physics_process(delta):
47
+ n_steps += 1
48
+ if n_steps > reset_after:
49
+ needs_reset = true
50
+
51
+ func get_obs_space():
52
+ # may need overriding if the obs space is complex
53
+ var obs = get_obs()
54
+ return {
55
+ "obs": {
56
+ "size": [len(obs["obs"])],
57
+ "space": "box"
58
+ },
59
+ }
60
+
61
+ func reset():
62
+ n_steps = 0
63
+ needs_reset = false
64
+
65
+ func reset_if_done():
66
+ if done:
67
+ reset()
68
+
69
+ func set_heuristic(h):
70
+ # sets the heuristic from "human" or "model" nothing to change here
71
+ heuristic = h
72
+
73
+ func get_done():
74
+ return done
75
+
76
+ func set_done_false():
77
+ done = false
78
+
79
+ func zero_reward():
80
+ reward = 0.0
81
+
82
+
addons/godot_rl_agents/controller/ai_controller_3d.gd CHANGED
@@ -1,8 +1,80 @@
1
- extends AIController
2
  class_name AIController3D
3
 
4
- # ------------------ Godot RL Agents Logic ------------------------------------#
 
 
 
 
 
 
 
5
  var _player: Node3D
6
 
 
 
 
7
  func init(player: Node3D):
8
  _player = player
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
  class_name AIController3D
3
 
4
+ @export var reset_after := 1000
5
+
6
+ var heuristic := "human"
7
+ var done := false
8
+ var reward := 0.0
9
+ var n_steps := 0
10
+ var needs_reset := false
11
+
12
  var _player: Node3D
13
 
14
+ func _ready():
15
+ add_to_group("AGENT")
16
+
17
  func init(player: Node3D):
18
  _player = player
19
+
20
+ #-- Methods that need implementing using the "extend script" option in Godot --#
21
+ func get_obs() -> Dictionary:
22
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
23
+ return {"obs":[]}
24
+
25
+ func get_reward() -> float:
26
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
27
+ return 0.0
28
+
29
+ func get_action_space() -> Dictionary:
30
+ assert(false, "the get get_action_space method is not implemented when extending from ai_controller")
31
+ return {
32
+ "example_actions_continous" : {
33
+ "size": 2,
34
+ "action_type": "continuous"
35
+ },
36
+ "example_actions_discrete" : {
37
+ "size": 2,
38
+ "action_type": "discrete"
39
+ },
40
+ }
41
+
42
+ func set_action(action) -> void:
43
+ assert(false, "the get set_action method is not implemented when extending from ai_controller")
44
+ # -----------------------------------------------------------------------------#
45
+
46
+ func _physics_process(delta):
47
+ n_steps += 1
48
+ if n_steps > reset_after:
49
+ needs_reset = true
50
+
51
+ func get_obs_space():
52
+ # may need overriding if the obs space is complex
53
+ var obs = get_obs()
54
+ return {
55
+ "obs": {
56
+ "size": [len(obs["obs"])],
57
+ "space": "box"
58
+ },
59
+ }
60
+
61
+ func reset():
62
+ n_steps = 0
63
+ needs_reset = false
64
+
65
+ func reset_if_done():
66
+ if done:
67
+ reset()
68
+
69
+ func set_heuristic(h):
70
+ # sets the heuristic from "human" or "model" nothing to change here
71
+ heuristic = h
72
+
73
+ func get_done():
74
+ return done
75
+
76
+ func set_done_false():
77
+ done = false
78
+
79
+ func zero_reward():
80
+ reward = 0.0
addons/godot_rl_agents/onnx/csharp/ONNXInference.cs CHANGED
@@ -1,93 +1,103 @@
1
  using Godot;
2
- using System.Collections.Generic;
3
- using System.Linq;
4
  using Microsoft.ML.OnnxRuntime;
5
  using Microsoft.ML.OnnxRuntime.Tensors;
 
 
6
 
7
- namespace GodotONNX{
8
- /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/ONNXInference/*'/>
9
- public partial class ONNXInference : Node
10
  {
11
-
12
- private InferenceSession session;
13
- /// <summary>
14
- /// Path to the ONNX model. Use Initialize to change it.
15
- /// </summary>
16
- private string modelPath;
17
- private int batchSize;
18
 
19
- private SessionOptions SessionOpt;
 
 
 
 
 
20
 
21
- //init function
22
- /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Initialize/*'/>
23
- public void Initialize(string Path, int BatchSize)
24
- {
25
- modelPath = Path;
26
- batchSize = BatchSize;
27
- SessionConfigurator.SystemCheck();
28
- SessionOpt = SessionConfigurator.GetSessionOptions();
29
- session = LoadModel(modelPath);
30
 
31
- }
32
- /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Run/*'/>
33
- public Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> RunInference(Godot.Collections.Array<float> obs, int state_ins)
34
- {
35
- //Current model: Any (Godot Rl Agents)
36
- //Expects a tensor of shape [batch_size, input_size] type float named obs and a tensor of shape [batch_size] type float named state_ins
37
-
38
- //Fill the input tensors
39
- // create span from inputSize
40
- var span = new float[obs.Count]; //There's probably a better way to do this
41
- for (int i = 0; i < obs.Count; i++)
42
  {
43
- span[i] = obs[i];
 
 
 
 
44
  }
45
-
46
- IReadOnlyCollection<NamedOnnxValue> inputs = new List<NamedOnnxValue>
 
 
 
 
 
 
 
 
 
 
 
 
 
47
  {
48
  NamedOnnxValue.CreateFromTensor("obs", new DenseTensor<float>(span, new int[] { batchSize, obs.Count })),
49
  NamedOnnxValue.CreateFromTensor("state_ins", new DenseTensor<float>(new float[] { state_ins }, new int[] { batchSize }))
50
- };
51
- IReadOnlyCollection<string> outputNames = new List<string> { "output", "state_outs" }; //ONNX is sensible to these names, as well as the input names
52
 
53
- IDisposableReadOnlyCollection<DisposableNamedOnnxValue> results;
54
-
55
- try{
56
- results = session.Run(inputs, outputNames);
57
- }
58
- catch (OnnxRuntimeException e) {
59
- //This error usually means that the model is not compatible with the input, beacause of the input shape (size)
60
- GD.Print("Error at inference: ", e);
61
- return null;
62
- }
63
- //Can't convert IEnumerable<float> to Variant, so we have to convert it to an array or something
64
- Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> output = new Godot.Collections.Dictionary<string, Godot.Collections.Array<float>>();
65
- DisposableNamedOnnxValue output1 = results.First();
66
- DisposableNamedOnnxValue output2 = results.Last();
67
- Godot.Collections.Array<float> output1Array = new Godot.Collections.Array<float>();
68
- Godot.Collections.Array<float> output2Array = new Godot.Collections.Array<float>();
 
 
69
 
70
- foreach (float f in output1.AsEnumerable<float>()) {
71
- output1Array.Add(f);
72
- }
 
73
 
74
- foreach (float f in output2.AsEnumerable<float>()) {
75
- output2Array.Add(f);
76
- }
 
77
 
78
- output.Add(output1.Name, output1Array);
79
- output.Add(output2.Name, output2Array);
80
-
81
- //Output is a dictionary of arrays, ex: { "output" : [0.1, 0.2, 0.3, 0.4, ...], "state_outs" : [0.5, ...]}
82
- return output;
83
- }
84
- /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Load/*'/>
85
- public InferenceSession LoadModel(string Path)
86
- {
87
- Godot.FileAccess file = FileAccess.Open(Path, Godot.FileAccess.ModeFlags.Read);
88
- byte[] model = file.GetBuffer((int)file.GetLength());
89
- file.Close();
90
- return new InferenceSession(model, SessionOpt); //Load the model
91
- }
 
 
 
 
 
 
92
  }
93
- }
 
1
  using Godot;
 
 
2
  using Microsoft.ML.OnnxRuntime;
3
  using Microsoft.ML.OnnxRuntime.Tensors;
4
+ using System.Collections.Generic;
5
+ using System.Linq;
6
 
7
+ namespace GodotONNX
 
 
8
  {
9
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/ONNXInference/*'/>
10
+ public partial class ONNXInference : GodotObject
11
+ {
 
 
 
 
12
 
13
+ private InferenceSession session;
14
+ /// <summary>
15
+ /// Path to the ONNX model. Use Initialize to change it.
16
+ /// </summary>
17
+ private string modelPath;
18
+ private int batchSize;
19
 
20
+ private SessionOptions SessionOpt;
 
 
 
 
 
 
 
 
21
 
22
+ //init function
23
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Initialize/*'/>
24
+ public void Initialize(string Path, int BatchSize)
 
 
 
 
 
 
 
 
25
  {
26
+ modelPath = Path;
27
+ batchSize = BatchSize;
28
+ SessionOpt = SessionConfigurator.MakeConfiguredSessionOptions();
29
+ session = LoadModel(modelPath);
30
+
31
  }
32
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Run/*'/>
33
+ public Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> RunInference(Godot.Collections.Array<float> obs, int state_ins)
34
+ {
35
+ //Current model: Any (Godot Rl Agents)
36
+ //Expects a tensor of shape [batch_size, input_size] type float named obs and a tensor of shape [batch_size] type float named state_ins
37
+
38
+ //Fill the input tensors
39
+ // create span from inputSize
40
+ var span = new float[obs.Count]; //There's probably a better way to do this
41
+ for (int i = 0; i < obs.Count; i++)
42
+ {
43
+ span[i] = obs[i];
44
+ }
45
+
46
+ IReadOnlyCollection<NamedOnnxValue> inputs = new List<NamedOnnxValue>
47
  {
48
  NamedOnnxValue.CreateFromTensor("obs", new DenseTensor<float>(span, new int[] { batchSize, obs.Count })),
49
  NamedOnnxValue.CreateFromTensor("state_ins", new DenseTensor<float>(new float[] { state_ins }, new int[] { batchSize }))
50
+ };
51
+ IReadOnlyCollection<string> outputNames = new List<string> { "output", "state_outs" }; //ONNX is sensible to these names, as well as the input names
52
 
53
+ IDisposableReadOnlyCollection<DisposableNamedOnnxValue> results;
54
+ //We do not use "using" here so we get a better exception explaination later
55
+ try
56
+ {
57
+ results = session.Run(inputs, outputNames);
58
+ }
59
+ catch (OnnxRuntimeException e)
60
+ {
61
+ //This error usually means that the model is not compatible with the input, beacause of the input shape (size)
62
+ GD.Print("Error at inference: ", e);
63
+ return null;
64
+ }
65
+ //Can't convert IEnumerable<float> to Variant, so we have to convert it to an array or something
66
+ Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> output = new Godot.Collections.Dictionary<string, Godot.Collections.Array<float>>();
67
+ DisposableNamedOnnxValue output1 = results.First();
68
+ DisposableNamedOnnxValue output2 = results.Last();
69
+ Godot.Collections.Array<float> output1Array = new Godot.Collections.Array<float>();
70
+ Godot.Collections.Array<float> output2Array = new Godot.Collections.Array<float>();
71
 
72
+ foreach (float f in output1.AsEnumerable<float>())
73
+ {
74
+ output1Array.Add(f);
75
+ }
76
 
77
+ foreach (float f in output2.AsEnumerable<float>())
78
+ {
79
+ output2Array.Add(f);
80
+ }
81
 
82
+ output.Add(output1.Name, output1Array);
83
+ output.Add(output2.Name, output2Array);
84
+
85
+ //Output is a dictionary of arrays, ex: { "output" : [0.1, 0.2, 0.3, 0.4, ...], "state_outs" : [0.5, ...]}
86
+ results.Dispose();
87
+ return output;
88
+ }
89
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Load/*'/>
90
+ public InferenceSession LoadModel(string Path)
91
+ {
92
+ using Godot.FileAccess file = FileAccess.Open(Path, Godot.FileAccess.ModeFlags.Read);
93
+ byte[] model = file.GetBuffer((int)file.GetLength());
94
+ //file.Close(); file.Dispose(); //Close the file, then dispose the reference.
95
+ return new InferenceSession(model, SessionOpt); //Load the model
96
+ }
97
+ public void FreeDisposables()
98
+ {
99
+ session.Dispose();
100
+ SessionOpt.Dispose();
101
+ }
102
  }
103
+ }
addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs CHANGED
@@ -1,106 +1,131 @@
1
  using Godot;
2
  using Microsoft.ML.OnnxRuntime;
3
 
4
- namespace GodotONNX{
5
- /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SessionConfigurator/*'/>
6
-
7
- public static class SessionConfigurator {
8
-
9
- private static SessionOptions options = new SessionOptions();
10
-
11
- /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/GetSessionOptions/*'/>
12
- public static SessionOptions GetSessionOptions() {
13
- options = new SessionOptions();
14
- options.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
15
- // see warnings
16
- SystemCheck();
17
- return options;
18
- }
19
- /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SystemCheck/*'/>
20
 
21
- static public void SystemCheck()
22
  {
23
- //Most code for this function is verbose only, the only reason it exists is to track
24
- //implementation progress of the different compute APIs.
25
-
26
- //December 2022: CUDA is not working.
27
-
28
- string OSName = OS.GetName(); //Get OS Name
29
- int ComputeAPIID = ComputeCheck(); //Get Compute API
30
- //TODO: Get CPU architecture
31
-
32
- //Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
33
- //Windows can use OpenVINO (C#) on x64
34
- //TODO: try TensorRT instead of CUDA
35
- //TODO: Use OpenVINO for Intel Graphics
36
-
37
- string [] ComputeNames = {"CUDA", "DirectML/ROCm", "DirectML", "CoreML", "CPU"};
38
- //match OS and Compute API
39
- options.AppendExecutionProvider_CPU(0); // Always use CPU
40
- GD.Print("OS: " + OSName, " | Compute API: " + ComputeNames[ComputeAPIID]);
41
-
42
- switch (OSName)
43
  {
44
- case "Windows": //Can use CUDA, DirectML
45
- if (ComputeAPIID == 0)
46
- {
47
- //CUDA
48
- //options.AppendExecutionProvider_CUDA(0);
49
- options.AppendExecutionProvider_DML(0);
50
- }
51
- else if (ComputeAPIID == 1)
52
- {
53
- //DirectML
54
- options.AppendExecutionProvider_DML(0);
55
- }
56
- break;
57
- case "X11": //Can use CUDA, ROCm
58
- if (ComputeAPIID == 0)
59
- {
60
- //CUDA
61
- //options.AppendExecutionProvider_CUDA(0);
62
- }
63
- if (ComputeAPIID == 1)
64
- {
65
- //ROCm, only works on x86
66
- //Research indicates that this has to be compiled as a GDNative plugin
67
- GD.Print("ROCm not supported yet, using CPU.");
68
- options.AppendExecutionProvider_CPU(0);
69
- }
70
-
71
- break;
72
- case "OSX": //Can use CoreML
73
- if (ComputeAPIID == 0) { //CoreML
74
- //TODO: Needs testing
75
- options.AppendExecutionProvider_CoreML(0);
76
- //CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
77
- }
78
- break;
79
- default:
80
- GD.Print("OS not Supported.");
81
- break;
82
  }
83
- }
84
- /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/ComputeCheck/*'/>
85
 
86
- public static int ComputeCheck()
87
- {
88
- string adapterName = Godot.RenderingServer.GetVideoAdapterName();
89
- //string adapterVendor = Godot.RenderingServer.GetVideoAdapterVendor();
90
- adapterName = adapterName.ToUpper(new System.Globalization.CultureInfo(""));
91
- //TODO: GPU vendors for MacOS, what do they even use these days?
92
- if (adapterName.Contains("INTEL")) {
93
- //Return 2, should use DirectML only
94
- return 2;}
95
- if (adapterName.Contains("AMD")) {
96
- //Return 1, should use DirectML, check later for ROCm
97
- return 1;}
98
- if (adapterName.Contains("NVIDIA")){
99
- //Return 0, should use CUDA
100
- return 0;}
101
-
102
- GD.Print("Graphics Card not recognized."); //Return -1, should use CPU
103
- return -1;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
104
  }
 
 
 
105
  }
106
- }
 
 
1
  using Godot;
2
  using Microsoft.ML.OnnxRuntime;
3
 
4
+ namespace GodotONNX
5
+ {
6
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SessionConfigurator/*'/>
 
 
 
 
 
 
 
 
 
 
 
 
 
7
 
8
+ public static class SessionConfigurator
9
  {
10
+ public enum ComputeName
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
11
  {
12
+ CUDA,
13
+ ROCm,
14
+ DirectML,
15
+ CoreML,
16
+ CPU
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
17
  }
 
 
18
 
19
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/GetSessionOptions/*'/>
20
+ public static SessionOptions MakeConfiguredSessionOptions()
21
+ {
22
+ SessionOptions sessionOptions = new();
23
+ SetOptions(sessionOptions);
24
+ return sessionOptions;
25
+ }
26
+
27
+ private static void SetOptions(SessionOptions sessionOptions)
28
+ {
29
+ sessionOptions.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
30
+ ApplySystemSpecificOptions(sessionOptions);
31
+ }
32
+
33
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SystemCheck/*'/>
34
+ static public void ApplySystemSpecificOptions(SessionOptions sessionOptions)
35
+ {
36
+ //Most code for this function is verbose only, the only reason it exists is to track
37
+ //implementation progress of the different compute APIs.
38
+
39
+ //December 2022: CUDA is not working.
40
+
41
+ string OSName = OS.GetName(); //Get OS Name
42
+
43
+ //ComputeName ComputeAPI = ComputeCheck(); //Get Compute API
44
+ // //TODO: Get CPU architecture
45
+
46
+ //Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
47
+ //Windows can use OpenVINO (C#) on x64
48
+ //TODO: try TensorRT instead of CUDA
49
+ //TODO: Use OpenVINO for Intel Graphics
50
+
51
+ // Temporarily using CPU on all platforms to avoid errors detected with DML
52
+ ComputeName ComputeAPI = ComputeName.CPU;
53
+
54
+ //match OS and Compute API
55
+ GD.Print($"OS: {OSName} Compute API: {ComputeAPI}");
56
+
57
+ // CPU is set by default without appending necessary
58
+ // sessionOptions.AppendExecutionProvider_CPU(0);
59
+
60
+ /*
61
+ switch (OSName)
62
+ {
63
+ case "Windows": //Can use CUDA, DirectML
64
+ if (ComputeAPI is ComputeName.CUDA)
65
+ {
66
+ //CUDA
67
+ //sessionOptions.AppendExecutionProvider_CUDA(0);
68
+ //sessionOptions.AppendExecutionProvider_DML(0);
69
+ }
70
+ else if (ComputeAPI is ComputeName.DirectML)
71
+ {
72
+ //DirectML
73
+ //sessionOptions.AppendExecutionProvider_DML(0);
74
+ }
75
+ break;
76
+ case "X11": //Can use CUDA, ROCm
77
+ if (ComputeAPI is ComputeName.CUDA)
78
+ {
79
+ //CUDA
80
+ //sessionOptions.AppendExecutionProvider_CUDA(0);
81
+ }
82
+ if (ComputeAPI is ComputeName.ROCm)
83
+ {
84
+ //ROCm, only works on x86
85
+ //Research indicates that this has to be compiled as a GDNative plugin
86
+ //GD.Print("ROCm not supported yet, using CPU.");
87
+ //sessionOptions.AppendExecutionProvider_CPU(0);
88
+ }
89
+ break;
90
+ case "macOS": //Can use CoreML
91
+ if (ComputeAPI is ComputeName.CoreML)
92
+ { //CoreML
93
+ //TODO: Needs testing
94
+ //sessionOptions.AppendExecutionProvider_CoreML(0);
95
+ //CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
96
+ }
97
+ break;
98
+ default:
99
+ GD.Print("OS not Supported.");
100
+ break;
101
+ }
102
+ */
103
+ }
104
+
105
+
106
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/ComputeCheck/*'/>
107
+ public static ComputeName ComputeCheck()
108
+ {
109
+ string adapterName = Godot.RenderingServer.GetVideoAdapterName();
110
+ //string adapterVendor = Godot.RenderingServer.GetVideoAdapterVendor();
111
+ adapterName = adapterName.ToUpper(new System.Globalization.CultureInfo(""));
112
+ //TODO: GPU vendors for MacOS, what do they even use these days?
113
+
114
+ if (adapterName.Contains("INTEL"))
115
+ {
116
+ return ComputeName.DirectML;
117
+ }
118
+ if (adapterName.Contains("AMD") || adapterName.Contains("RADEON"))
119
+ {
120
+ return ComputeName.DirectML;
121
+ }
122
+ if (adapterName.Contains("NVIDIA"))
123
+ {
124
+ return ComputeName.CUDA;
125
  }
126
+
127
+ GD.Print("Graphics Card not recognized."); //Should use CPU
128
+ return ComputeName.CPU;
129
  }
130
+ }
131
+ }
addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd CHANGED
@@ -1,4 +1,4 @@
1
- extends Node
2
  class_name ONNXModel
3
  var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
4
 
@@ -17,3 +17,8 @@ func run_inference(obs : Array, state_ins : int) -> Dictionary:
17
  printerr("Inferencer not initialized")
18
  return {}
19
  return inferencer.RunInference(obs, state_ins)
 
 
 
 
 
 
1
+ extends Resource
2
  class_name ONNXModel
3
  var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
4
 
 
17
  printerr("Inferencer not initialized")
18
  return {}
19
  return inferencer.RunInference(obs, state_ins)
20
+
21
+ func _notification(what):
22
+ if what == NOTIFICATION_PREDELETE:
23
+ inferencer.FreeDisposables()
24
+ inferencer.free()
addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn CHANGED
@@ -1,6 +1,6 @@
1
  [gd_scene load_steps=5 format=3 uid="uid://ddeq7mn1ealyc"]
2
 
3
- [ext_resource type="Script" path="res://sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
4
 
5
  [sub_resource type="GDScript" id="2"]
6
  script/source = "extends Node2D
 
1
  [gd_scene load_steps=5 format=3 uid="uid://ddeq7mn1ealyc"]
2
 
3
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
4
 
5
  [sub_resource type="GDScript" id="2"]
6
  script/source = "extends Node2D
addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd CHANGED
@@ -61,11 +61,15 @@ var geo = null
61
 
62
  func _update():
63
  if Engine.is_editor_hint():
64
- _spawn_nodes()
65
-
66
 
67
  func _ready() -> void:
68
- _spawn_nodes()
 
 
 
 
69
 
70
  func _spawn_nodes():
71
  print("spawning nodes")
 
61
 
62
  func _update():
63
  if Engine.is_editor_hint():
64
+ if is_node_ready():
65
+ _spawn_nodes()
66
 
67
  func _ready() -> void:
68
+ if Engine.is_editor_hint():
69
+ if get_child_count() == 0:
70
+ _spawn_nodes()
71
+ else:
72
+ _spawn_nodes()
73
 
74
  func _spawn_nodes():
75
  print("spawning nodes")
addons/godot_rl_agents/sync.gd CHANGED
@@ -1,7 +1,7 @@
1
  extends Node
2
  # --fixed-fps 2000 --disable-render-loop
3
- @export var action_repeat := 8
4
- @export var speed_up = 1
5
  @export var onnx_model_path := ""
6
 
7
  @onready var start_time = Time.get_ticks_msec()
@@ -10,7 +10,6 @@ const MAJOR_VERSION := "0"
10
  const MINOR_VERSION := "3"
11
  const DEFAULT_PORT := "11008"
12
  const DEFAULT_SEED := "1"
13
- const DEFAULT_ACTION_REPEAT := "8"
14
  var stream : StreamPeerTCP = null
15
  var connected = false
16
  var message_center
@@ -44,17 +43,20 @@ func _initialize():
44
  Engine.time_scale = _get_speedup() * 1.0
45
  prints("physics ticks", Engine.physics_ticks_per_second, Engine.time_scale, _get_speedup(), speed_up)
46
 
47
-
48
- connected = connect_to_server()
49
- if connected:
50
- _set_heuristic("model")
51
- _handshake()
52
- _send_env_info()
53
- elif onnx_model_path != "":
54
  onnx_model = ONNXModel.new(onnx_model_path, 1)
55
  _set_heuristic("model")
56
- else:
57
- _set_heuristic("human")
 
 
 
 
 
 
58
 
59
  _set_seed()
60
  _set_action_repeat()
@@ -232,7 +234,7 @@ func _set_seed():
232
  seed(_seed)
233
 
234
  func _set_action_repeat():
235
- action_repeat = args.get("action_repeat", DEFAULT_ACTION_REPEAT).to_int()
236
 
237
  func disconnect_from_server():
238
  stream.disconnect_from_host()
 
1
  extends Node
2
  # --fixed-fps 2000 --disable-render-loop
3
+ @export_range(1, 10, 1, "or_greater") var action_repeat := 8
4
+ @export_range(1, 10, 1, "or_greater") var speed_up = 1
5
  @export var onnx_model_path := ""
6
 
7
  @onready var start_time = Time.get_ticks_msec()
 
10
  const MINOR_VERSION := "3"
11
  const DEFAULT_PORT := "11008"
12
  const DEFAULT_SEED := "1"
 
13
  var stream : StreamPeerTCP = null
14
  var connected = false
15
  var message_center
 
43
  Engine.time_scale = _get_speedup() * 1.0
44
  prints("physics ticks", Engine.physics_ticks_per_second, Engine.time_scale, _get_speedup(), speed_up)
45
 
46
+ # Run inference if onnx model path is set, otherwise wait for server connection
47
+ var run_onnx_model_inference : bool = onnx_model_path != ""
48
+ if run_onnx_model_inference:
49
+ assert(FileAccess.file_exists(onnx_model_path), "Onnx Model Path set on Sync node does not exist: " + onnx_model_path)
 
 
 
50
  onnx_model = ONNXModel.new(onnx_model_path, 1)
51
  _set_heuristic("model")
52
+ else:
53
+ connected = connect_to_server()
54
+ if connected:
55
+ _set_heuristic("model")
56
+ _handshake()
57
+ _send_env_info()
58
+ else:
59
+ _set_heuristic("human")
60
 
61
  _set_seed()
62
  _set_action_repeat()
 
234
  seed(_seed)
235
 
236
  func _set_action_repeat():
237
+ action_repeat = args.get("action_repeat", str(action_repeat)).to_int()
238
 
239
  func disconnect_from_server():
240
  stream.disconnect_from_host()
bin/FPS.console.exe CHANGED
Binary files a/bin/FPS.console.exe and b/bin/FPS.console.exe differ
 
bin/FPS.exe CHANGED
@@ -1,3 +1,3 @@
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2
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3
- size 71425536
 
1
  version https://git-lfs.github.com/spec/v1
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3
+ size 69051392
bin/FPS.pck CHANGED
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1
  version https://git-lfs.github.com/spec/v1
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3
- size 17452512
 
1
  version https://git-lfs.github.com/spec/v1
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bin/FPS.x86_64 CHANGED
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1
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3
- size 72784744
 
1
  version https://git-lfs.github.com/spec/v1
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+ oid sha256:fb6fa01639dd98489aac3e0dd5f9ecf0691b25b37a717f7380b1350d91ed23a4
3
+ size 61637496
main.tscn CHANGED
@@ -1,14 +1,14 @@
1
  [gd_scene load_steps=35 format=3 uid="uid://bcdqrmxwwtqio"]
2
 
3
  [ext_resource type="Script" path="res://main.gd" id="1_46kri"]
4
- [ext_resource type="Texture2D" uid="uid://cfbeqr5564bfi" path="res://assets/prototype_textures/PNG/Dark/texture_02.png" id="1_gbd6o"]
5
- [ext_resource type="Texture2D" uid="uid://c780rrvs38fx4" path="res://assets/prototype_textures/PNG/Dark/texture_01.png" id="1_tqhff"]
6
  [ext_resource type="Script" path="res://Objects.gd" id="2_wbkwf"]
7
- [ext_resource type="Texture2D" uid="uid://ppc4io0fafm1" path="res://assets/prototype_textures/PNG/Red/texture_01.png" id="3_16cyc"]
8
- [ext_resource type="Texture2D" uid="uid://di5jhcrlhabm5" path="res://assets/prototype_textures/PNG/Dark/texture_13.png" id="3_iiro4"]
9
- [ext_resource type="Texture2D" uid="uid://l4h6lydg5yh1" path="res://assets/prototype_textures/PNG/Purple/texture_01.png" id="4_dfkyr"]
10
- [ext_resource type="Texture2D" uid="uid://svxprogaj6er" path="res://assets/prototype_textures/PNG/Orange/texture_01.png" id="4_gfq4c"]
11
- [ext_resource type="Texture2D" uid="uid://c2n22yubjk0do" path="res://assets/prototype_textures/PNG/Green/texture_01.png" id="7_wu0n4"]
12
  [ext_resource type="Script" path="res://SpawnPoint.gd" id="10_4gs1i"]
13
  [ext_resource type="Script" path="res://FlyCam.gd" id="10_faad2"]
14
  [ext_resource type="Script" path="res://OrbitCam.gd" id="11_gr5me"]
 
1
  [gd_scene load_steps=35 format=3 uid="uid://bcdqrmxwwtqio"]
2
 
3
  [ext_resource type="Script" path="res://main.gd" id="1_46kri"]
4
+ [ext_resource type="Texture2D" uid="uid://dreawusx30mcc" path="res://assets/prototype_textures/PNG/Dark/texture_02.png" id="1_gbd6o"]
5
+ [ext_resource type="Texture2D" uid="uid://be8a55rsgn7dx" path="res://assets/prototype_textures/PNG/Dark/texture_01.png" id="1_tqhff"]
6
  [ext_resource type="Script" path="res://Objects.gd" id="2_wbkwf"]
7
+ [ext_resource type="Texture2D" uid="uid://cjk77jctcs1x6" path="res://assets/prototype_textures/PNG/Red/texture_01.png" id="3_16cyc"]
8
+ [ext_resource type="Texture2D" uid="uid://bmpbyv1gjufhv" path="res://assets/prototype_textures/PNG/Dark/texture_13.png" id="3_iiro4"]
9
+ [ext_resource type="Texture2D" uid="uid://dmmaecg6quxrk" path="res://assets/prototype_textures/PNG/Purple/texture_01.png" id="4_dfkyr"]
10
+ [ext_resource type="Texture2D" uid="uid://dj2uiciie2iqt" path="res://assets/prototype_textures/PNG/Orange/texture_01.png" id="4_gfq4c"]
11
+ [ext_resource type="Texture2D" uid="uid://btcy1cyimq1m5" path="res://assets/prototype_textures/PNG/Green/texture_01.png" id="7_wu0n4"]
12
  [ext_resource type="Script" path="res://SpawnPoint.gd" id="10_4gs1i"]
13
  [ext_resource type="Script" path="res://FlyCam.gd" id="10_faad2"]
14
  [ext_resource type="Script" path="res://OrbitCam.gd" id="11_gr5me"]
managers/camera_manager.gd CHANGED
@@ -11,7 +11,7 @@ func register_player(player):
11
  player_camera_slots.append(player)
12
 
13
 
14
- func _process(delta):
15
 
16
  if Input.is_action_just_pressed("toggle_next_player"):
17
  prints("toggle_next_player", current_id)
 
11
  player_camera_slots.append(player)
12
 
13
 
14
+ func _process(_delta):
15
 
16
  if Input.is_action_just_pressed("toggle_next_player"):
17
  prints("toggle_next_player", current_id)
player.gd CHANGED
@@ -15,7 +15,7 @@ const JUMP_VELOCITY : float = 4.5
15
  @onready var third_person_camera : Camera3D = $CameraPivot/ThirdPersonCamera3d
16
  @onready var camera_raycast : RayCast3D = $CameraPivot/FirstPersonCamera3d/RayCast3D
17
  @onready var Proj = preload("res://projectile.tscn")
18
- @onready var ai_controller: AIController = $CameraPivot/AIController
19
  @onready var health_system = $HealthSystem
20
 
21
  # Get the gravity from the project settings to be synced with RigidBody nodes.
 
15
  @onready var third_person_camera : Camera3D = $CameraPivot/ThirdPersonCamera3d
16
  @onready var camera_raycast : RayCast3D = $CameraPivot/FirstPersonCamera3d/RayCast3D
17
  @onready var Proj = preload("res://projectile.tscn")
18
+ @onready var ai_controller: AIController3D = $CameraPivot/AIController
19
  @onready var health_system = $HealthSystem
20
 
21
  # Get the gravity from the project settings to be synced with RigidBody nodes.
player.tscn CHANGED
@@ -45,9 +45,10 @@ current = true
45
  [node name="RayCast3D" type="RayCast3D" parent="CameraPivot/FirstPersonCamera3d"]
46
  target_position = Vector3(0, 0, -100)
47
 
48
- [node name="AIController" type="Node3D" parent="CameraPivot" groups=["AGENT"]]
49
  transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.40586, 0.0894096)
50
  script = ExtResource("5_mm0y5")
 
51
 
52
  [node name="WideRaycastSensor" type="Node3D" parent="CameraPivot/AIController"]
53
  transform = Transform3D(-1, 0, -8.74228e-08, -1.77636e-15, 1, 0, 8.74228e-08, 0, -1, 0, 1.54159, -0.124174)
 
45
  [node name="RayCast3D" type="RayCast3D" parent="CameraPivot/FirstPersonCamera3d"]
46
  target_position = Vector3(0, 0, -100)
47
 
48
+ [node name="AIController" type="Node3D" parent="CameraPivot"]
49
  transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.40586, 0.0894096)
50
  script = ExtResource("5_mm0y5")
51
+ reset_after = 0
52
 
53
  [node name="WideRaycastSensor" type="Node3D" parent="CameraPivot/AIController"]
54
  transform = Transform3D(-1, 0, -8.74228e-08, -1.77636e-15, 1, 0, 8.74228e-08, 0, -1, 0, 1.54159, -0.124174)
project.godot CHANGED
@@ -8,93 +8,11 @@
8
 
9
  config_version=5
10
 
11
- _global_script_classes=[{
12
- "base": "Node3D",
13
- "class": &"AIController",
14
- "language": &"GDScript",
15
- "path": "res://AIController.gd"
16
- }, {
17
- "base": "Node3D",
18
- "class": &"CharacterModel",
19
- "language": &"GDScript",
20
- "path": "res://tbot_model.gd"
21
- }, {
22
- "base": "Node2D",
23
- "class": &"ISensor2D",
24
- "language": &"GDScript",
25
- "path": "res://addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd"
26
- }, {
27
- "base": "Node3D",
28
- "class": &"ISensor3D",
29
- "language": &"GDScript",
30
- "path": "res://addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd"
31
- }, {
32
- "base": "CharacterBody3D",
33
- "class": &"Player",
34
- "language": &"GDScript",
35
- "path": "res://player.gd"
36
- }, {
37
- "base": "Area3D",
38
- "class": &"PlayerHitBox",
39
- "language": &"GDScript",
40
- "path": "res://PlayerHitBox.gd"
41
- }, {
42
- "base": "State",
43
- "class": &"PlayerState",
44
- "language": &"GDScript",
45
- "path": "res://state_machine/player_state.gd"
46
- }, {
47
- "base": "Node3D",
48
- "class": &"Projectile",
49
- "language": &"GDScript",
50
- "path": "res://projectile.gd"
51
- }, {
52
- "base": "Node3D",
53
- "class": &"RGBCameraSensor3D",
54
- "language": &"GDScript",
55
- "path": "res://addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd"
56
- }, {
57
- "base": "ISensor3D",
58
- "class": &"RayCastSensor3D",
59
- "language": &"GDScript",
60
- "path": "res://addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd"
61
- }, {
62
- "base": "ISensor2D",
63
- "class": &"RaycastSensor2D",
64
- "language": &"GDScript",
65
- "path": "res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd"
66
- }, {
67
- "base": "Node",
68
- "class": &"State",
69
- "language": &"GDScript",
70
- "path": "res://state_machine/state.gd"
71
- }, {
72
- "base": "Node",
73
- "class": &"StateMachine",
74
- "language": &"GDScript",
75
- "path": "res://state_machine/state_machine.gd"
76
- }]
77
- _global_script_class_icons={
78
- "AIController": "",
79
- "CharacterModel": "",
80
- "ISensor2D": "",
81
- "ISensor3D": "",
82
- "Player": "",
83
- "PlayerHitBox": "",
84
- "PlayerState": "",
85
- "Projectile": "",
86
- "RGBCameraSensor3D": "",
87
- "RayCastSensor3D": "",
88
- "RaycastSensor2D": "",
89
- "State": "",
90
- "StateMachine": ""
91
- }
92
-
93
  [application]
94
 
95
  config/name="FPS"
96
  run/main_scene="res://train.tscn"
97
- config/features=PackedStringArray("4.0")
98
  config/icon="res://icon.svg"
99
 
100
  [autoload]
@@ -102,85 +20,89 @@ config/icon="res://icon.svg"
102
  CameraManager="*res://managers/camera_manager.gd"
103
  GameManager="*res://managers/game_manager.gd"
104
 
 
 
 
 
105
  [editor_plugins]
106
 
107
- enabled=PackedStringArray()
108
 
109
  [input]
110
 
111
  move_left={
112
  "deadzone": 0.5,
113
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"unicode":0,"echo":false,"script":null)
114
  ]
115
  }
116
  move_right={
117
  "deadzone": 0.5,
118
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"unicode":0,"echo":false,"script":null)
119
  ]
120
  }
121
  move_forward={
122
  "deadzone": 0.5,
123
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"unicode":0,"echo":false,"script":null)
124
  ]
125
  }
126
  move_backward={
127
  "deadzone": 0.5,
128
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"unicode":0,"echo":false,"script":null)
129
  ]
130
  }
131
  jump={
132
  "deadzone": 0.5,
133
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"unicode":0,"echo":false,"script":null)
134
  ]
135
  }
136
  shoot={
137
  "deadzone": 0.5,
138
- "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"pressed":false,"double_click":false,"script":null)
139
  ]
140
  }
141
  toggle_next_player={
142
  "deadzone": 0.5,
143
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"unicode":0,"echo":false,"script":null)
144
  ]
145
  }
146
  toggle_previous_player={
147
  "deadzone": 0.5,
148
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"unicode":0,"echo":false,"script":null)
149
  ]
150
  }
151
  toggle_first_person_camera={
152
  "deadzone": 0.5,
153
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"unicode":0,"echo":false,"script":null)
154
  ]
155
  }
156
  toggle_third_person_camera={
157
  "deadzone": 0.5,
158
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"unicode":0,"echo":false,"script":null)
159
  ]
160
  }
161
  toggle_flycam={
162
  "deadzone": 0.5,
163
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"unicode":0,"echo":false,"script":null)
164
  ]
165
  }
166
  cam_down={
167
  "deadzone": 0.5,
168
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"unicode":0,"echo":false,"script":null)
169
  ]
170
  }
171
  cam_up={
172
  "deadzone": 0.5,
173
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"unicode":0,"echo":false,"script":null)
174
  ]
175
  }
176
  human_control={
177
  "deadzone": 0.5,
178
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":72,"unicode":0,"echo":false,"script":null)
179
  ]
180
  }
181
  toggle_orbitcam={
182
  "deadzone": 0.5,
183
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"unicode":0,"echo":false,"script":null)
184
  ]
185
  }
186
 
 
8
 
9
  config_version=5
10
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
11
  [application]
12
 
13
  config/name="FPS"
14
  run/main_scene="res://train.tscn"
15
+ config/features=PackedStringArray("4.1")
16
  config/icon="res://icon.svg"
17
 
18
  [autoload]
 
20
  CameraManager="*res://managers/camera_manager.gd"
21
  GameManager="*res://managers/game_manager.gd"
22
 
23
+ [dotnet]
24
+
25
+ project/assembly_name="FPS"
26
+
27
  [editor_plugins]
28
 
29
+ enabled=PackedStringArray("res://addons/godot_rl_agents/plugin.cfg")
30
 
31
  [input]
32
 
33
  move_left={
34
  "deadzone": 0.5,
35
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":0,"echo":false,"script":null)
36
  ]
37
  }
38
  move_right={
39
  "deadzone": 0.5,
40
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":0,"echo":false,"script":null)
41
  ]
42
  }
43
  move_forward={
44
  "deadzone": 0.5,
45
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":0,"echo":false,"script":null)
46
  ]
47
  }
48
  move_backward={
49
  "deadzone": 0.5,
50
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":0,"echo":false,"script":null)
51
  ]
52
  }
53
  jump={
54
  "deadzone": 0.5,
55
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"echo":false,"script":null)
56
  ]
57
  }
58
  shoot={
59
  "deadzone": 0.5,
60
+ "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
61
  ]
62
  }
63
  toggle_next_player={
64
  "deadzone": 0.5,
65
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"echo":false,"script":null)
66
  ]
67
  }
68
  toggle_previous_player={
69
  "deadzone": 0.5,
70
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"echo":false,"script":null)
71
  ]
72
  }
73
  toggle_first_person_camera={
74
  "deadzone": 0.5,
75
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"echo":false,"script":null)
76
  ]
77
  }
78
  toggle_third_person_camera={
79
  "deadzone": 0.5,
80
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"echo":false,"script":null)
81
  ]
82
  }
83
  toggle_flycam={
84
  "deadzone": 0.5,
85
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"key_label":0,"unicode":0,"echo":false,"script":null)
86
  ]
87
  }
88
  cam_down={
89
  "deadzone": 0.5,
90
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"echo":false,"script":null)
91
  ]
92
  }
93
  cam_up={
94
  "deadzone": 0.5,
95
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"echo":false,"script":null)
96
  ]
97
  }
98
  human_control={
99
  "deadzone": 0.5,
100
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":72,"key_label":0,"unicode":0,"echo":false,"script":null)
101
  ]
102
  }
103
  toggle_orbitcam={
104
  "deadzone": 0.5,
105
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"key_label":0,"unicode":0,"echo":false,"script":null)
106
  ]
107
  }
108
 
projectile.gd CHANGED
@@ -32,7 +32,7 @@ func _on_projectile_area_entered(area):
32
  #explode()
33
  queue_free()
34
 
35
- func _on_body_entered(body):
36
  #explode()
37
  queue_free()
38
 
@@ -44,5 +44,5 @@ func explode():
44
  proj_impact.set_as_top_level(true)
45
 
46
 
47
- func _on_area_shape_entered(area_rid, area, area_shape_index, local_shape_index):
48
  queue_free()
 
32
  #explode()
33
  queue_free()
34
 
35
+ func _on_body_entered(_body):
36
  #explode()
37
  queue_free()
38
 
 
44
  proj_impact.set_as_top_level(true)
45
 
46
 
47
+ func _on_area_shape_entered(_area_rid, _area, _area_shape_index, _local_shape_index):
48
  queue_free()