extends AIController3D func _physics_process(_delta): n_steps += 1 if n_steps >= reset_after: done = true needs_reset = true if needs_reset: _player.game_over() func get_obs(): var goal_distance = 0.0 var goal_position = Vector3.ZERO if _player.next == 0: goal_distance = _player.position.distance_to(_player.first_jump_pad.position) goal_position = _player.first_jump_pad.global_position if _player.next == 1: goal_distance = _player.position.distance_to(_player.second_jump_pad.position) goal_position = _player.second_jump_pad.global_position var goal_vector = _player.to_local(goal_position).normalized() goal_distance = clamp(goal_distance, 0.0, 20.0) var obs = [] obs.append_array( [ _player.move_vec.x / _player.MOVE_SPEED, _player.move_vec.y / _player.MAX_FALL_SPEED, _player.move_vec.z / _player.MOVE_SPEED ] ) obs.append_array([goal_distance / 20.0, goal_vector.x, goal_vector.y, goal_vector.z]) obs.append(_player.grounded) obs.append_array(_player.raycast_sensor.get_observation()) return { "obs": obs, } func set_action(action): _player.move_action = action["move"][0] _player.turn_action = action["turn"][0] _player.jump_action = action["jump"][0] > 0 func get_action_space(): return { "jump": {"size": 1, "action_type": "continuous"}, "move": {"size": 1, "action_type": "continuous"}, "turn": {"size": 1, "action_type": "continuous"} } func get_reward(): var current_reward = reward reward = 0 # reset the reward to zero checked every decision step return current_reward