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extends VehicleBody3D |
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class_name Player |
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const STEER_SPEED = 6.0 |
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const STEER_LIMIT = 0.4 |
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var steer_target = 0 |
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@export var controlled = false |
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@export var engine_force_value = 40 |
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@export var brake_force_value = 60 |
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enum VEHICLE_TYPES { |
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RedConvertible, Car, GreenJeep, PoliceCar, FireTruck, Delivery, GarbageTruck, Hatchback |
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} |
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var VEHICLE_TYPES_STRINGS = [ |
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"RedConvertible", |
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"Car", |
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"GreenJeep", |
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"PoliceCar", |
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"FireTruck", |
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"Delivery", |
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"GarbageTruck", |
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"Hatchback" |
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] |
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@export var vehicle_type: VEHICLE_TYPES = VEHICLE_TYPES.RedConvertible |
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# ------------------ Godot RL Agents Logic ------------------------------------# |
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var turn_action := 0.0 |
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var acc_action := false |
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var brake_action := false |
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var starting_position: Vector3 |
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var starting_rotation: Vector3 |
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var best_goal_distance |
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@onready var sensor = $RayCastSensor3D |
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@onready var ai_controller = $AIController3D |
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func reset(): |
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position = starting_position |
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rotation = starting_rotation |
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linear_velocity = Vector3.ZERO |
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angular_velocity = Vector3.ZERO |
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GameManager.reset_waypoints(self) |
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best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) |
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ai_controller.reset() |
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# ----------------------------------------------------------------------------# |
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func get_steer_target(): |
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if ai_controller.heuristic == "human": |
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return Input.get_axis("turn_right", "turn_left") |
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else: |
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return clamp(turn_action, -1.0, 1.0) |
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func get_accelerate_value(): |
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if ai_controller.heuristic == "human": |
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return Input.is_action_pressed("accelerate") |
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else: |
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return acc_action |
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func get_brake_value(): |
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if ai_controller.heuristic == "human": |
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return Input.is_action_pressed("reverse") |
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else: |
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return brake_action |
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func _ready(): |
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ai_controller.init(self) |
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GameManager.register_player(self) |
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best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) |
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$Node/Camera3D.current = controlled |
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starting_position = position |
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starting_rotation = rotation |
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$Meshes.set_mesh(VEHICLE_TYPES_STRINGS[vehicle_type]) |
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func set_control(value: bool): |
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controlled = value |
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$Node/Camera3D.current = value |
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func crossed_waypoint(): |
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ai_controller.reward += 100.0 |
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best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) |
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func bonus_reward(): |
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print("bonus reward") |
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ai_controller.reward += 50.0 |
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func check_reset_conditions(): |
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if ai_controller.done: |
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return |
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if ai_controller.n_steps_without_positive_reward > 1000: |
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print( |
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( |
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"resetting " |
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+ VEHICLE_TYPES_STRINGS[vehicle_type] |
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+ " due to n_steps_without_positive_reward > 1000" |
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) |
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) |
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ai_controller.reward -= 10.0 |
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reset() |
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return |
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if transform.basis.y.dot(Vector3.UP) < 0.0: |
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print( |
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( |
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"resetting " |
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+ VEHICLE_TYPES_STRINGS[vehicle_type] |
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+ " due to transform.basis.y.dot(Vector3.UP) < 0.0" |
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) |
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) |
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reset() |
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return |
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if position.y < -5.0: |
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print("resetting " + VEHICLE_TYPES_STRINGS[vehicle_type] + " due to position.y < -5.0") |
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ai_controller.reward -= 10.0 |
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reset() |
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return |
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func _print_goal_info(): |
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var next_waypoint_position = GameManager.get_next_waypoint(self).position |
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var goal_distance = position.distance_to(next_waypoint_position) |
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goal_distance = clamp(goal_distance, 0.0, 20.0) |
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var goal_vector = (next_waypoint_position - position).normalized() |
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goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y) |
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prints(goal_distance, goal_vector) |
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func _physics_process(delta): |
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if ai_controller.heuristic == "human" and not controlled: |
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return |
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if ai_controller.needs_reset or Input.is_action_just_pressed("r_key"): |
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reset() |
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return |
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check_reset_conditions() |
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#_print_goal_info() |
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var fwd_mps = (linear_velocity * transform.basis).x |
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#shaping_reward() |
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steer_target = get_steer_target() |
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steer_target *= STEER_LIMIT |
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var accelerating = false |
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if get_accelerate_value(): |
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accelerating = true |
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# Increase engine force at low speeds to make the initial acceleration faster. |
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var speed = linear_velocity.length() |
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if speed < 5 and speed != 0: |
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engine_force = clamp(engine_force_value * 5 / speed, 0, 100) |
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else: |
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engine_force = engine_force_value |
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else: |
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engine_force = 0 |
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$Arrow3D.look_at(GameManager.get_next_waypoint(self).position) |
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if not accelerating and get_brake_value(): |
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# Increase engine force at low speeds to make the initial acceleration faster. |
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if fwd_mps >= -1: |
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var speed = linear_velocity.length() |
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if speed < 5 and speed != 0: |
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engine_force = -clamp(engine_force_value * 5 / speed, 0, 100) |
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else: |
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engine_force = -engine_force_value |
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else: |
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brake = 1 * brake_force_value |
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else: |
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brake = 0.0 |
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steering = move_toward(steering, steer_target, STEER_SPEED * delta) |
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