extends KinematicBody class_name Player const MOVE_SPEED = 12 const JUMP_FORCE = 30 const GRAVITY = 0.98 const MAX_FALL_SPEED = 30 const TURN_SENS = 2.0 const MAX_STEPS = 10000 onready var cam = $Camera var move_vec = Vector3() var y_velo = 0 # RL related variables onready var robot = $Robot onready var virtual_camera = $RGBCameraSensor3D var next = 1 var done = false var needs_reset = false var just_reached_negative = false var just_reached_positive = false var just_fell_off = false var best_goal_distance := 10000.0 var grounded := false var _heuristic := "player" var move_action := 0.0 var turn_action := 0.0 var jump_action := false var n_steps = 0 var reward = 0.0 func _ready(): return #reset() func _physics_process(_delta): n_steps +=1 if n_steps >= MAX_STEPS: done = true needs_reset = true if needs_reset: needs_reset = false reset() return move_vec *= 0 move_vec = get_move_vec() #move_vec = move_vec.normalized() move_vec = move_vec.rotated(Vector3(0, 1, 0), rotation.y) move_vec *= MOVE_SPEED move_vec.y = y_velo move_and_slide(move_vec, Vector3(0, 1, 0)) # turning var turn_vec = get_turn_vec() rotation_degrees.y += turn_vec*TURN_SENS grounded = is_on_floor() y_velo -= GRAVITY var just_jumped = 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-cycle") 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-cycle") # elif horizontal_speed.length() >= 1.0 and grounded: # robot.set_animation("run-cycle") update_reward() if Input.is_action_just_pressed("r_key"): reset() func get_move_vec() -> Vector3: if done: move_vec = Vector3.ZERO return move_vec if _heuristic == "model": return Vector3( 0, 0, clamp(move_action, -1.0, 0.5) ) var move_vec := Vector3( 0, 0, clamp(Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forwards"),-1.0, 0.5) ) return move_vec func get_turn_vec() -> float: if _heuristic == "model": return turn_action var rotation_amount = Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right") return rotation_amount func reset(): needs_reset = false next = 1 n_steps = 0 #done = false just_reached_negative = false just_reached_positive = false jump_action = false # Replace with function body. set_translation(Vector3(0,1.5,0)) rotation_degrees.y = rand_range(-180,180) y_velo = 0.1 func set_action(action): move_action = action["move"][0] turn_action = action["turn"][0] func reset_if_done(): if done: reset() func get_obs(): #print(virtual_camera.get_camera_pixel_encoding()) return { "camera_2d": virtual_camera.get_camera_pixel_encoding(), } func get_obs_space(): # typs of obs space: box, discrete, repeated return { "camera_2d":{ "size": virtual_camera.get_camera_shape(), "space":"box" }, } func update_reward(): reward -= 0.01 # step penalty reward += shaping_reward() func get_reward(): return reward func zero_reward(): reward = 0.0 func shaping_reward(): var s_reward = 0.0 return s_reward func set_heuristic(heuristic): self._heuristic = heuristic func get_obs_size(): return len(get_obs()) func get_action_space(): return { "move" : { "size": 1, "action_type": "continuous" }, "turn" : { "size": 1, "action_type": "continuous" } } func get_done(): return done func set_done_false(): done = false func calculate_translation(other_pad_translation : Vector3) -> Vector3: var new_translation := Vector3.ZERO var distance = rand_range(12,16) var angle = rand_range(-180,180) new_translation.z = other_pad_translation.z + sin(deg2rad(angle))*distance new_translation.x = other_pad_translation.x + cos(deg2rad(angle))*distance return new_translation func _on_NegativeGoal_body_entered(body: Node) -> void: reward -= 1.0 done = true reset() func _on_PositiveGoal_body_entered(body: Node) -> void: reward += 1.0 done = true reset()