extends CharacterBody3D # Maximum airspeed var max_flight_speed = 30 # Turn rate @export var turn_speed = 5.0 @export var level_speed = 12.0 @export var turn_acc = 4.0 # Climb/dive rate var pitch_speed = 2.0 # Wings "autolevel" speed # Throttle change speed var throttle_delta = 30 # Acceleration/deceleration var acceleration = 6.0 # Current speed var forward_speed = 0 # Throttle input speed var target_speed = 0 #var velocity = Vector3.ZERO var found_goal = false var exited_arena = false var cur_goal = null @onready var environment = get_parent() @onready var ai_controller = $AIController3D # ------- # var turn_input = 0 var pitch_input = 0 var best_goal_distance := 10000.0 var transform_backup = null func _ready(): ai_controller.init(self) transform_backup = transform func game_over(): cur_goal = environment.get_next_goal(null) transform_backup = transform_backup position.x = 0 + randf_range(-2, 2) position.y = 27 + randf_range(-2, 2) position.z = 0 + randf_range(-2, 2) velocity = Vector3.ZERO rotation = Vector3.ZERO found_goal = false exited_arena = false best_goal_distance = to_local(cur_goal.position).length() ai_controller.reset() 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 = to_local(cur_goal.position).length() if goal_distance < best_goal_distance: s_reward += best_goal_distance - goal_distance best_goal_distance = goal_distance s_reward /= 1.0 return s_reward func set_heuristic(heuristic): self._heuristic = heuristic func _physics_process(delta): if ai_controller.needs_reset: game_over() return if cur_goal == null: game_over() set_input() if Input.is_action_just_pressed("r_key"): game_over() # Rotate the transform based checked the input values transform.basis = transform.basis.rotated( transform.basis.x.normalized(), pitch_input * pitch_speed * delta ) transform.basis = transform.basis.rotated(Vector3.UP, turn_input * turn_speed * delta) $PlaneModel.rotation.z = lerp($PlaneModel.rotation.z, -float(turn_input), level_speed * delta) $PlaneModel.rotation.x = lerp($PlaneModel.rotation.x, -float(pitch_input), level_speed * delta) # Movement is always forward velocity = -transform.basis.z.normalized() * max_flight_speed # Handle landing/taking unchecked set_velocity(velocity) set_up_direction(Vector3.UP) move_and_slide() update_reward() func set_input(): if ai_controller.heuristic == "model": return else: turn_input = ( Input.get_action_strength("roll_left") - Input.get_action_strength("roll_right") ) pitch_input = ( Input.get_action_strength("pitch_up") - Input.get_action_strength("pitch_down") ) func goal_reached(goal): if goal == cur_goal: ai_controller.reward += 100.0 cur_goal = environment.get_next_goal(cur_goal) func exited_game_area(): ai_controller.done = true ai_controller.reward -= 10.0 exited_arena = true game_over()