extends RigidBody3D class_name Car var track: Track var other_car: Car # Car performance settings var acceleration = 30.0 var torque = 7.0 var backward_acceleration_ratio = 0.75 @onready var ai_controller: CarAIController = $CarAIController @onready var raycast_sensor_wall: RayCastSensor3D = $RayCastSensorWall @onready var raycast_sensor_other_car: RayCastSensorAddSetCollisionMaskValue = $RayCastSensorOtherCar @onready var camera: Camera3D = $"Camera3D" var ui: UI var thrusters: Array[Thruster] ## Set by AIController during inference var requested_acceleration: float ## Set by AIController during inference var requested_steering: float # Track related data var track_length: float var previous_offset: float var next_checkpoint_offset: float var current_offset: float var laps_passed: int var first_checkpoint_offset: float # Game settings data var infinite_race: bool var total_laps: int var seconds_until_race_begins: int var training_mode: bool var initial_transform: Transform3D var _just_reset: bool func _ready(): thrusters.append_array( [ get_node("Thruster1Particles"), get_node("Thruster2Particles") ] ) ai_controller.init(self) initial_transform = global_transform track_length = track.track_path.curve.get_baked_length() first_checkpoint_offset = track_length / 30.0 func reset(): laps_passed = 0 next_checkpoint_offset = first_checkpoint_offset global_transform = initial_transform for thruster in thrusters: thruster.set_thruster_strength(0) if not training_mode: if camera.current: ui.set_current_lap_text(laps_passed + 1) ui.show_get_ready_text(seconds_until_race_begins) process_mode = Node.PROCESS_MODE_DISABLED await get_tree().create_timer(seconds_until_race_begins, true, true).timeout process_mode = Node.PROCESS_MODE_INHERIT _just_reset = true func _integrate_forces(state): if _just_reset: state.linear_velocity = Vector3.ZERO state.angular_velocity = Vector3.ZERO state.transform = initial_transform _just_reset = false func get_next_checkpoint_offset() -> float: return fmod(next_checkpoint_offset + track_length / 30.0, track_length) func get_other_car_position_in_local_reference() -> Array[float]: var local_position = ( to_local(global_position - other_car.global_position).limit_length(150.0) / 150.0 ) return [local_position.x, local_position.z] func _physics_process(_delta): if ai_controller.needs_reset: ai_controller.reset() reset() var acceleration_to_apply := 0.0 var steering_to_apply := 0.0 if ai_controller.heuristic == "human": update_track_related_data() if Input.is_action_pressed("move_forward"): acceleration_to_apply += acceleration if Input.is_action_pressed("move_backward"): acceleration_to_apply -= acceleration * backward_acceleration_ratio if Input.is_action_pressed("steer_left"): steering_to_apply += torque if Input.is_action_pressed("steer_right"): steering_to_apply -= torque else: if requested_acceleration < 0: requested_acceleration *= backward_acceleration_ratio acceleration_to_apply = requested_acceleration * acceleration steering_to_apply = requested_steering * torque apply_central_force(global_transform.basis.z * acceleration_to_apply) apply_torque(global_transform.basis.y * steering_to_apply) for thruster in thrusters: thruster.set_thruster_strength(abs(acceleration_to_apply) * 0.05) func handle_victory(): if laps_passed >= total_laps and other_car.laps_passed < total_laps: if not training_mode: ui.show_winner_text(name, seconds_until_race_begins) await get_tree().create_timer(seconds_until_race_begins, true, true).timeout _end_episode(0) other_car._end_episode(0) ## Updates any data needed before the AI controller sends observations func prepare_for_sending_obs(): update_track_related_data() ## Update the data for tracking the current progress along the track func update_track_related_data(): update_current_offset() update_checkpoint() func update_current_offset(): current_offset = track.track_path.curve.get_closest_offset(global_position) func update_checkpoint(): if abs(current_offset - next_checkpoint_offset) < (track_length / 60.0): next_checkpoint_offset = get_next_checkpoint_offset() if is_equal_approx(next_checkpoint_offset, track_length / 30.0): laps_passed += 1 if camera.current and not training_mode: ui.set_current_lap_text(laps_passed + 1) if not infinite_race: handle_victory() else: _end_episode() func update_reward(): var offset_difference = current_offset - previous_offset if offset_difference > (track_length / 2.0): offset_difference = offset_difference - track_length if offset_difference < -(track_length / 2.0): offset_difference = offset_difference + track_length ## Reward for moving along the track (positive or negative depending on direction) ai_controller.reward += offset_difference / 10.0 ## Backward movement penalty ai_controller.reward += min(0.0, get_normalized_velocity_in_player_reference().z + 0.1) * 5.0 previous_offset = current_offset pass func get_next_track_points(num_points: int, step_size: float) -> Array: var temp_array: Array[float] = [] var closest_offset = current_offset for i in range(0, num_points): var current_point = track.track_path.curve.sample_baked( fmod(closest_offset + step_size * (i + 1), track_length) ) var local = to_local(current_point) / (num_points * step_size) temp_array.append_array([local.x, local.z]) return temp_array func _end_episode(final_reward: float = 0.0): ai_controller.reward += final_reward ai_controller.done = true ai_controller.reset() if not infinite_race: reset() func get_normalized_velocity_in_player_reference(): return (global_transform.basis.inverse() * linear_velocity).limit_length(42.0) / 42.0 func _on_body_entered(_body): ai_controller.reward -= 4.0