extends CharacterBody3D const MOVE_SPEED = 12 const JUMP_FORCE = 30 const GRAVITY = 0.98 const MAX_FALL_SPEED = 30 const TURN_SENS = 2.0 @onready var cam = $Camera3D var move_vec = Vector3() var y_velo = 0 var needs_reset = false # RL related variables @onready var end_position = $"../EndPosition" @onready var raycast_sensor = $"RayCastSensor3D" @onready var first_jump_pad = $"../Pads/FirstPad" @onready var second_jump_pad = $"../Pads/SecondPad" @onready var robot = $Robot @onready var ai_controller = $AIController3D var next = 1 var just_reached_end = false var just_reached_next = false var just_fell_off = false var best_goal_distance := 10000.0 var grounded := false var move_action := 0.0 var turn_action := 0.0 var jump_action := false func _ready(): ai_controller.init(self) raycast_sensor.activate() game_over() func _physics_process(_delta): move_vec = get_move_vec() move_vec = move_vec.rotated(Vector3(0, 1, 0), rotation.y) move_vec *= MOVE_SPEED move_vec.y = y_velo set_velocity(move_vec) set_up_direction(Vector3(0, 1, 0)) move_and_slide() # turning var turn_vec = get_turn_vec() rotation.y += deg_to_rad(turn_vec * TURN_SENS) grounded = is_on_floor() y_velo -= GRAVITY if grounded and get_jump_action(): robot.set_animation("jump") y_velo = JUMP_FORCE grounded = false if grounded and y_velo <= 0: y_velo = -0.1 if y_velo < -MAX_FALL_SPEED: y_velo = -MAX_FALL_SPEED if y_velo < 0 and !grounded: robot.set_animation("falling") var horizontal_speed = Vector2(move_vec.x, move_vec.z) if horizontal_speed.length() < 0.1 and grounded: robot.set_animation("idle") elif horizontal_speed.length() < 1.0 and grounded: robot.set_animation("walk") elif horizontal_speed.length() >= 1.0 and grounded: robot.set_animation("run") update_reward() if Input.is_action_just_pressed("r_key"): game_over() func get_move_vec() -> Vector3: if ai_controller.done: return Vector3.ZERO if ai_controller.heuristic == "model": return Vector3(0, 0, clamp(move_action, -1.0, 0.5)) return Vector3( 0, 0, clamp( ( Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forwards") ), -1.0, 0.5 ) ) func get_turn_vec() -> float: if ai_controller.heuristic == "model": return turn_action var rotation_amount = ( Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right") ) return rotation_amount func get_jump_action() -> bool: if ai_controller.done: jump_action = false return jump_action if ai_controller.heuristic == "model": return jump_action return Input.is_action_just_pressed("jump") func game_over(): next = 1 first_jump_pad.position = Vector3.ZERO second_jump_pad.position = Vector3(0, 0, -12) just_reached_end = false just_fell_off = false jump_action = false set_position(Vector3(0, 5, 0)) rotation.y = deg_to_rad(randf_range(-180, 180)) y_velo = 0.1 reset_best_goal_distance() 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 = 0 if next == 0: goal_distance = position.distance_to(first_jump_pad.position) if next == 1: goal_distance = position.distance_to(second_jump_pad.position) #print(goal_distance) 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 reset_best_goal_distance(): if next == 0: best_goal_distance = position.distance_to(first_jump_pad.position) if next == 1: best_goal_distance = position.distance_to(second_jump_pad.position) func calculate_translation(other_pad_translation: Vector3) -> Vector3: var new_translation := Vector3.ZERO var distance = randf_range(12, 16) var angle = randf_range(-180, 180) new_translation.z = other_pad_translation.z + sin(deg_to_rad(angle)) * distance new_translation.x = other_pad_translation.x + cos(deg_to_rad(angle)) * distance return new_translation func _on_First_Pad_Trigger_body_entered(_body): if next != 0: return ai_controller.reward += 100.0 next = 1 reset_best_goal_distance() second_jump_pad.position = calculate_translation(first_jump_pad.position) func _on_Second_Trigger_body_entered(_body): if next != 1: return ai_controller.reward += 100.0 next = 0 reset_best_goal_distance() first_jump_pad.position = calculate_translation(second_jump_pad.position) func _on_ResetTriggerBox_body_entered(_body): ai_controller.done = true game_over()