Datasets:
| 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() | |