| extends AIController3D |
| class_name RobotAIController |
|
|
| @onready var robot: Robot = get_parent() |
| @onready var sensors: Array[Node] = $"../Sensors".get_children() |
| @onready var level_manager = robot.level_manager |
|
|
| var closest_goal_position |
|
|
| func reset(): |
| super.reset() |
| closest_goal_position = xz_distance(robot.global_position, |
| robot.current_goal_transform.origin) |
|
|
| func _physics_process(_delta): |
| n_steps += 1 |
| if n_steps > reset_after: |
| needs_reset = true |
| done = true |
| reward -= 1 |
| |
| func get_obs() -> Dictionary: |
| var velocity: Vector3 = robot.get_real_velocity().limit_length(20.0) / 20.0 |
| |
| var current_goal_position: Vector3 = robot.current_goal_transform.origin |
| var local_goal_position = robot.to_local(current_goal_position).limit_length(40.0) / 40.0 |
| |
| var closest_coin = level_manager.get_closest_active_coin(robot.global_position, robot.current_level) |
| var closest_coin_position: Vector3 = Vector3.ZERO |
| |
| if closest_coin: |
| closest_coin_position = robot.to_local(closest_coin.global_position) |
| if closest_coin_position.length() > 30.0: |
| closest_coin_position = Vector3.ZERO |
|
|
| var closest_enemy: Enemy = level_manager.get_closest_enemy(robot.global_position) |
| var closest_enemy_position: Vector3 = Vector3.ZERO |
| var closest_enemy_direction: float = 0.0 |
| |
| if closest_enemy: |
| closest_enemy_position = robot.to_local(closest_enemy.global_position) |
| closest_enemy_direction = float(closest_enemy.movement_direction) |
| if closest_enemy_position.length() > 30.0: |
| closest_enemy_position = Vector3.ZERO |
| closest_enemy_direction = 0.0 |
| |
| |
| var observations: Array[float] = [ |
| float(n_steps) / reset_after, |
| local_goal_position.x, |
| local_goal_position.y, |
| local_goal_position.z, |
| closest_coin_position.x, |
| closest_coin_position.y, |
| closest_coin_position.z, |
| closest_enemy_position.x, |
| closest_enemy_position.y, |
| closest_enemy_position.z, |
| closest_enemy_direction, |
| velocity.x, |
| velocity.y, |
| velocity.z, |
| float(robot.level_manager.check_all_coins_collected(robot.current_level)) |
| ] |
| observations.append_array(get_raycast_sensor_obs()) |
| |
| return {"obs": observations} |
| |
| func xz_distance(vector1: Vector3, vector2: Vector3): |
| var vec1_xz := Vector2(vector1.x, vector1.z) |
| var vec2_xz := Vector2(vector2.x, vector2.z) |
| return vec1_xz.distance_to(vec2_xz) |
|
|
| func get_reward() -> float: |
| var current_goal_position = xz_distance(robot.global_position, |
| robot.current_goal_transform.origin) |
| |
| if not closest_goal_position: |
| closest_goal_position = current_goal_position |
| |
| if current_goal_position < closest_goal_position: |
| reward += (closest_goal_position - current_goal_position) / 10.0 |
| closest_goal_position = current_goal_position |
| return reward |
| |
| func get_action_space() -> Dictionary: |
| return { |
| "movement" : { |
| "size": 2, |
| "action_type": "continuous" |
| } |
| } |
| |
| func set_action(action) -> void: |
| robot.requested_movement = Vector3( |
| clampf(action.movement[0], -1.0, 1.0), |
| 0.0, |
| clampf(action.movement[1], -1.0, 1.0)).limit_length(1.0) |
|
|
| func get_raycast_sensor_obs(): |
| var all_raycast_sensor_obs: Array[float] = [] |
| for raycast_sensor in sensors: |
| all_raycast_sensor_obs.append_array(raycast_sensor.get_observation()) |
| return all_raycast_sensor_obs |
|
|