| extends CharacterBody3D |
| class_name Player |
|
|
| signal reset(player:Player, end: bool) |
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|
| @export var speed = 5.0 |
| @export var acceleration = 4.0 |
| @export var jump_speed = 5.0 |
| @export var mouse_sensitivity = 0.0015 |
| @export var ai_mouse_sensitivity = 0.03 |
| @export var rotation_speed = 12.0 |
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|
|
|
| var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") |
| var jumping = false |
| var last_floor = true |
| var best_goal_distance := 10000.0 |
| var goal |
|
|
| var turn_action = Vector2.ZERO |
| var jump_action = false |
| var move_action = Vector2.ZERO |
| var current_level = 0 |
|
|
| @onready var spring_arm = $SpringArm3D |
| @onready var model = $MeshInstance3D |
| @onready var ai_controller = $AIController3D |
|
|
| func _ready(): |
| #Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) |
| ai_controller._player = self |
| await get_tree().root.ready |
| emit_signal("reset", self, false) |
| |
| func _physics_process(delta): |
| if Input.is_action_just_pressed("escape"): |
| get_tree().quit() |
|
|
| if Input.is_action_just_pressed("mouse_toggle"): |
| if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: |
| Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) |
| else: |
| Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) |
|
|
| if position.y < -10.0: |
| ai_controller.reward -= 5.0 |
| game_over() |
|
|
| if ai_controller.needs_reset: |
| game_over() |
|
|
| velocity.y += -gravity * delta * 2.0 |
| get_move_input(delta) |
|
|
| move_and_slide() |
| rotation.y = get_input_rotation() |
| |
| var horizontal_velocity = Vector2(velocity.x, velocity.z) |
| # We just hit the floor after being in the air |
| if is_on_floor() and not last_floor: |
| jumping = false |
| last_floor = is_on_floor() |
|
|
|
|
| if is_on_floor() and get_jump_action(): |
| velocity.y = jump_speed |
| jumping = true |
| |
| if jumping: |
| $AnimatedChar.play_anim("Idle") |
| else: |
| if horizontal_velocity.length() > 0.1: |
| $AnimatedChar.play_anim("Run") |
|
|
| $AnimatedChar.rotation.y = atan2(horizontal_velocity.x, horizontal_velocity.y) - rotation.y |
|
|
| else: |
| $AnimatedChar.play_anim("Idle") |
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| |
|
|
| update_reward() |
|
|
| func get_input_rotation(): |
| if ai_controller.heuristic == "model": |
| rotation.x -= turn_action.y * ai_mouse_sensitivity |
| rotation_degrees.x = clamp(rotation_degrees.x, -10.0, 10.0) |
| rotation.y -= turn_action.x * ai_mouse_sensitivity |
| return rotation.y |
|
|
| func get_jump_action() -> bool: |
| if ai_controller.heuristic == "model": |
| return jump_action |
|
|
| if !$SpringArm3D/Camera3D.is_current(): |
| return false |
|
|
| return Input.is_action_just_pressed("jump") |
|
|
| func get_move_input(delta): |
| var vy = velocity.y |
| velocity.y = 0 |
|
|
| var input = Vector2.ZERO |
|
|
| if ai_controller.heuristic == "model": |
| input = move_action |
| elif $SpringArm3D/Camera3D.is_current(): |
| input = Input.get_vector("right", "left", "back", "forward") |
| |
| var dir = Vector3(input.x, 0, input.y).rotated(Vector3.UP, rotation.y) |
| velocity = lerp(velocity, dir * speed, acceleration * delta) |
| velocity.y = vy |
|
|
| func _unhandled_input(event): |
| if ai_controller.heuristic == "model": |
| return |
|
|
| if !$SpringArm3D/Camera3D.is_current(): |
| return |
|
|
|
|
| if event is InputEventMouseMotion: |
| rotation.x -= event.relative.y * mouse_sensitivity |
| rotation_degrees.x = clamp(rotation_degrees.x, -10.0, 10.0) |
| rotation.y -= event.relative.x * mouse_sensitivity |
|
|
| func game_over(end:=false): |
| ai_controller.done = true |
| ai_controller.reset() |
| emit_signal("reset", self, end) |
| best_goal_distance = global_transform.origin.distance_to(goal.global_transform.origin) |
| look_at(goal.global_transform.origin, Vector3.UP) |
| rotate_y(deg_to_rad(180)) |
|
|
| 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 |
| goal_distance = global_transform.origin.distance_to(goal.global_transform.origin) |
|
|
| if goal_distance < best_goal_distance: |
| s_reward += best_goal_distance - goal_distance |
| best_goal_distance = goal_distance |
|
|
| return s_reward |
|
|
|
|
| func hit_by_bomb(): |
| ai_controller.reward -= 5.0 |
| game_over() |
|
|
| func _on_hurt_box_area_entered(area:Area3D): |
| if area is HitBox: |
| # negative reward |
| ai_controller.reward -= 5.0 |
| game_over() |
|
|
| func level_complete(): |
| ai_controller.reward += 10.0 |
| # positive reward |
| game_over(true) |
|
|
|
|
| func activate_cam(): |
| $SpringArm3D/Camera3D.set_current(true) |
|
|
| func deactivate_cam(): |
| $SpringArm3D/Camera3D.set_current(false) |
|
|