extends AIController3D class_name CarAIController var track: Track var human_controlled_on_inference: bool func reset(): n_steps = 0 needs_reset = false func get_obs_for_car(car: Car): var player_velocity = car.get_normalized_velocity_in_player_reference() var observations: Array = [player_velocity.x, player_velocity.z, car.angular_velocity.y / 5.0] observations.append_array(car.get_next_track_points(3, 20)) observations.append_array(car.raycast_sensor_wall.get_observation()) observations.append_array(car.raycast_sensor_other_car.get_observation()) observations.append_array(car.get_other_car_position_in_local_reference()) var closest_powerup = track.get_closest_powerup(car.global_position) as Powerup var powerup_relative_position = ( (car.to_local(closest_powerup.global_position)).limit_length(150) / 150.0 ) var powerup_obs: Array[float] = [powerup_relative_position.x, powerup_relative_position.z] powerup_obs.append_array(closest_powerup.category_as_array_one_hot_encoded) observations.append_array(powerup_obs) return observations func get_obs() -> Dictionary: _player.prepare_for_sending_obs() return {"obs": get_obs_for_car(_player)} func get_reward() -> float: _player.update_reward() return reward func get_action_space() -> Dictionary: return { "acceleration": {"size": 1, "action_type": "continuous"}, "steering": {"size": 1, "action_type": "continuous"}, } ## This override disables restarting the episode due to timeout func _physics_process(_delta): n_steps += 1 func set_action(action) -> void: _player.requested_acceleration = clampf(action.acceleration[0], -1.0, 1.0) _player.requested_steering = clampf(action.steering[0], -1.0, 1.0)