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extends CharacterBody3D
class_name Robot
@export var level_manager: LevelManager
@export var wheels: Array[Node3D]
@export var acceleration: float = 25.0
@export var rotation_speed: float = 15.0
@export var friction: float = 15.0
@export var max_horizontal_speed: float = 10.0
@export var gravity := Vector3.DOWN * 16.0
@onready var robot_visual: Node3D = $"robot"
@onready var ai_controller: RobotAIController = $AIController3D
var current_level: int
var next_level
var requested_movement: Vector3
var max_level_reached: int = 0
var current_goal_transform: Transform3D
var previous_distance_to_goal: float
var conveyor_belt_areas_entered: int
var conveyor_belt_direction: int
var conveyor_belt_speed: float = 15.0
func _ready():
reset()
func reset():
velocity = Vector3.ZERO
global_position = level_manager.get_spawn_position(current_level)
current_goal_transform = level_manager.randomize_goal(current_level)
previous_distance_to_goal = global_position.distance_to(current_goal_transform.origin)
func _physics_process(delta):
reset_on_needs_reset()
handle_movement(delta)
func reset_on_needs_reset():
if ai_controller.needs_reset:
level_manager.reset_coins(current_level)
if next_level == null:
if randi_range(1, 6) == 1:
current_level = randi_range(0, current_level)
else:
current_level = next_level
next_level = null
level_manager.reset_coins(current_level)
reset()
ai_controller.reset()
func handle_movement(delta):
var movement := Vector3()
if ai_controller.heuristic == "human":
if Input.is_action_pressed("ui_up"):
movement.x = -1
if Input.is_action_pressed("ui_down"):
movement.x = 1
if Input.is_action_pressed("ui_left"):
movement.z = 1
if Input.is_action_pressed("ui_right"):
movement.z = -1
movement = movement.normalized()
else:
movement = requested_movement
apply_acceleration(movement, delta)
apply_gravity(delta)
apply_friction(delta)
apply_conveyor_belt_velocity(delta)
limit_horizontal_speed()
move_and_slide()
rotate_toward_movement(delta)
update_wheels_and_visual_rotation(delta)
func apply_conveyor_belt_velocity(delta):
if conveyor_belt_areas_entered > 0:
velocity += Vector3.LEFT * conveyor_belt_direction * conveyor_belt_speed * delta
func limit_horizontal_speed():
var horizontal_velocity := Vector2(velocity.x, velocity.z).limit_length(max_horizontal_speed)
velocity = Vector3(horizontal_velocity.x, velocity.y, horizontal_velocity.y)
func apply_acceleration(direction, delta):
velocity += direction * acceleration * delta
func apply_friction(delta):
velocity = velocity.move_toward(Vector3(0, velocity.y, 0), friction * delta)
func apply_gravity(delta):
velocity += gravity * delta
func rotate_toward_movement(delta):
var movement = Vector3(velocity.x, 0, velocity.z).normalized()
var look_at_target: Vector3 = global_position + movement
if look_at_target.distance_to(global_position) > 0:
robot_visual.global_transform = (
robot_visual
. global_transform
. interpolate_with(global_transform.looking_at(look_at_target), rotation_speed * delta)
. orthonormalized()
)
func update_wheels_and_visual_rotation(delta):
var movement := Vector2(velocity.x, velocity.z).length()
for wheel in wheels:
wheel.rotate_object_local(Vector3.LEFT, movement * delta)
robot_visual.rotation.x = -0.01 * movement
func _on_area_3d_area_entered(area):
if area.get_collision_layer_value(1):
#print("Level goal reached")
if not level_manager.check_all_coins_collected(current_level):
return
if current_level > max_level_reached:
max_level_reached = current_level
print("max level passed: ", max_level_reached)
next_level = (current_level + 1) % level_manager.levels. size()
end_episode(1.0)
if area.get_collision_layer_value(2):
#print("Coin picked up")
level_manager.deactivate_coin(area, current_level)
ai_controller.reward += 1
if area.get_collision_layer_value(3):
#print("On conveyor belt")
conveyor_belt_direction = 1 if randi_range(0, 1) == 0 else -1
conveyor_belt_areas_entered += 1
pass
if area.get_collision_layer_value(4):
#print("Enemy collision")
end_episode(-1.0)
func _on_area_3d_body_entered(body):
if body.get_collision_layer_value(10):
#print("Robot fell down")
end_episode(-1.0)
func end_episode(reward: float):
ai_controller.reward += reward
ai_controller.done = true
ai_controller.needs_reset = true
func _on_area_3d_area_exited(area):
if area.get_collision_layer_value(3):
conveyor_belt_areas_entered -= 1