godot_rl_Racer / vehicle.gd
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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)