extends VehicleBody3D class_name Player const STEER_SPEED = 6.0 const STEER_LIMIT = 0.4 var steer_target = 0 @export var controlled = false @export var engine_force_value = 40 @export var brake_force_value = 60 enum VEHICLE_TYPES { RedConvertible, Car, GreenJeep, PoliceCar, FireTruck, Delivery, GarbageTruck, Hatchback } var VEHICLE_TYPES_STRINGS = [ "RedConvertible", "Car", "GreenJeep", "PoliceCar", "FireTruck", "Delivery", "GarbageTruck", "Hatchback" ] @export var vehicle_type: VEHICLE_TYPES = VEHICLE_TYPES.RedConvertible # ------------------ Godot RL Agents Logic ------------------------------------# var turn_action := 0.0 var acc_action := false var brake_action := false var starting_position: Vector3 var starting_rotation: Vector3 var best_goal_distance @onready var sensor = $RayCastSensor3D @onready var ai_controller = $AIController3D func reset(): position = starting_position rotation = starting_rotation linear_velocity = Vector3.ZERO angular_velocity = Vector3.ZERO GameManager.reset_waypoints(self) best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) ai_controller.reset() # ----------------------------------------------------------------------------# func get_steer_target(): if ai_controller.heuristic == "human": return Input.get_axis("turn_right", "turn_left") else: return clamp(turn_action, -1.0, 1.0) func get_accelerate_value(): if ai_controller.heuristic == "human": return Input.is_action_pressed("accelerate") else: return acc_action func get_brake_value(): if ai_controller.heuristic == "human": return Input.is_action_pressed("reverse") else: return brake_action func _ready(): ai_controller.init(self) GameManager.register_player(self) best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) $Node/Camera3D.current = controlled starting_position = position starting_rotation = rotation $Meshes.set_mesh(VEHICLE_TYPES_STRINGS[vehicle_type]) func set_control(value: bool): controlled = value $Node/Camera3D.current = value func crossed_waypoint(): ai_controller.reward += 100.0 best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) func bonus_reward(): print("bonus reward") ai_controller.reward += 50.0 func check_reset_conditions(): if ai_controller.done: return if ai_controller.n_steps_without_positive_reward > 1000: print( ( "resetting " + VEHICLE_TYPES_STRINGS[vehicle_type] + " due to n_steps_without_positive_reward > 1000" ) ) ai_controller.reward -= 10.0 reset() return if transform.basis.y.dot(Vector3.UP) < 0.0: print( ( "resetting " + VEHICLE_TYPES_STRINGS[vehicle_type] + " due to transform.basis.y.dot(Vector3.UP) < 0.0" ) ) reset() return if position.y < -5.0: print("resetting " + VEHICLE_TYPES_STRINGS[vehicle_type] + " due to position.y < -5.0") ai_controller.reward -= 10.0 reset() return func _print_goal_info(): var next_waypoint_position = GameManager.get_next_waypoint(self).position var goal_distance = position.distance_to(next_waypoint_position) goal_distance = clamp(goal_distance, 0.0, 20.0) var goal_vector = (next_waypoint_position - position).normalized() goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y) prints(goal_distance, goal_vector) func _physics_process(delta): if ai_controller.heuristic == "human" and not controlled: return if ai_controller.needs_reset or Input.is_action_just_pressed("r_key"): reset() return check_reset_conditions() #_print_goal_info() var fwd_mps = (linear_velocity * transform.basis).x #shaping_reward() steer_target = get_steer_target() steer_target *= STEER_LIMIT var accelerating = false if get_accelerate_value(): accelerating = true # Increase engine force at low speeds to make the initial acceleration faster. var speed = linear_velocity.length() if speed < 5 and speed != 0: engine_force = clamp(engine_force_value * 5 / speed, 0, 100) else: engine_force = engine_force_value else: engine_force = 0 $Arrow3D.look_at(GameManager.get_next_waypoint(self).position) if not accelerating and get_brake_value(): # Increase engine force at low speeds to make the initial acceleration faster. if fwd_mps >= -1: var speed = linear_velocity.length() if speed < 5 and speed != 0: engine_force = -clamp(engine_force_value * 5 / speed, 0, 100) else: engine_force = -engine_force_value else: brake = 1 * brake_force_value else: brake = 0.0 steering = move_toward(steering, steer_target, STEER_SPEED * delta)