| extends RigidBody3D |
| class_name Car |
|
|
| var track: Track |
| var other_car: Car |
|
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| |
| var acceleration = 30.0 |
| var torque = 7.0 |
| var backward_acceleration_ratio = 0.75 |
|
|
| @onready var ai_controller: CarAIController = $CarAIController |
| @onready var raycast_sensor_wall: RayCastSensor3D = $RayCastSensorWall |
| @onready var raycast_sensor_other_car: RayCastSensorAddSetCollisionMaskValue = $RayCastSensorOtherCar |
| @onready var camera: Camera3D = $"Camera3D" |
|
|
| var ui: UI |
| var thrusters: Array[Thruster] |
|
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| |
| var requested_acceleration: float |
| |
| var requested_steering: float |
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| |
| var track_length: float |
| var previous_offset: float |
| var next_checkpoint_offset: float |
| var current_offset: float |
| var laps_passed: int |
| var first_checkpoint_offset: float |
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| |
| var infinite_race: bool |
| var total_laps: int |
| var seconds_until_race_begins: int |
| var training_mode: bool |
|
|
| var initial_transform: Transform3D |
| var _just_reset: bool |
|
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|
|
| func _ready(): |
| thrusters.append_array( |
| [ |
| get_node("Thruster1Particles"), |
| get_node("Thruster2Particles") |
| ] |
| ) |
| |
| ai_controller.init(self) |
| initial_transform = global_transform |
| track_length = track.track_path.curve.get_baked_length() |
| first_checkpoint_offset = track_length / 30.0 |
|
|
|
|
| func reset(): |
| laps_passed = 0 |
| next_checkpoint_offset = first_checkpoint_offset |
|
|
| global_transform = initial_transform |
| |
| for thruster in thrusters: |
| thruster.set_thruster_strength(0) |
|
|
| if not training_mode: |
| if camera.current: |
| ui.set_current_lap_text(laps_passed + 1) |
| ui.show_get_ready_text(seconds_until_race_begins) |
| |
| process_mode = Node.PROCESS_MODE_DISABLED |
| await get_tree().create_timer(seconds_until_race_begins, true, true).timeout |
| process_mode = Node.PROCESS_MODE_INHERIT |
|
|
| _just_reset = true |
|
|
| func _integrate_forces(state): |
| if _just_reset: |
| state.linear_velocity = Vector3.ZERO |
| state.angular_velocity = Vector3.ZERO |
| state.transform = initial_transform |
| _just_reset = false |
|
|
|
|
| func get_next_checkpoint_offset() -> float: |
| return fmod(next_checkpoint_offset + track_length / 30.0, track_length) |
|
|
|
|
| func get_other_car_position_in_local_reference() -> Array[float]: |
| var local_position = ( |
| to_local(global_position - other_car.global_position).limit_length(150.0) / 150.0 |
| ) |
| return [local_position.x, local_position.z] |
|
|
|
|
| func _physics_process(_delta): |
| if ai_controller.needs_reset: |
| ai_controller.reset() |
| reset() |
| |
| var acceleration_to_apply := 0.0 |
| var steering_to_apply := 0.0 |
|
|
| if ai_controller.heuristic == "human": |
| update_track_related_data() |
|
|
| if Input.is_action_pressed("move_forward"): |
| acceleration_to_apply += acceleration |
| if Input.is_action_pressed("move_backward"): |
| acceleration_to_apply -= acceleration * backward_acceleration_ratio |
|
|
| if Input.is_action_pressed("steer_left"): |
| steering_to_apply += torque |
| if Input.is_action_pressed("steer_right"): |
| steering_to_apply -= torque |
| else: |
| if requested_acceleration < 0: |
| requested_acceleration *= backward_acceleration_ratio |
| acceleration_to_apply = requested_acceleration * acceleration |
| steering_to_apply = requested_steering * torque |
|
|
| apply_central_force(global_transform.basis.z * acceleration_to_apply) |
| apply_torque(global_transform.basis.y * steering_to_apply) |
| |
| for thruster in thrusters: |
| thruster.set_thruster_strength(abs(acceleration_to_apply) * 0.05) |
|
|
|
|
| func handle_victory(): |
| if laps_passed >= total_laps and other_car.laps_passed < total_laps: |
| if not training_mode: |
| ui.show_winner_text(name, seconds_until_race_begins) |
| await get_tree().create_timer(seconds_until_race_begins, true, true).timeout |
| |
| _end_episode(0) |
| other_car._end_episode(0) |
|
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|
| |
| func prepare_for_sending_obs(): |
| update_track_related_data() |
|
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| |
| func update_track_related_data(): |
| update_current_offset() |
| update_checkpoint() |
|
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|
|
| func update_current_offset(): |
| current_offset = track.track_path.curve.get_closest_offset(global_position) |
|
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|
|
| func update_checkpoint(): |
| if abs(current_offset - next_checkpoint_offset) < (track_length / 60.0): |
| next_checkpoint_offset = get_next_checkpoint_offset() |
| if is_equal_approx(next_checkpoint_offset, track_length / 30.0): |
| laps_passed += 1 |
| if camera.current and not training_mode: |
| ui.set_current_lap_text(laps_passed + 1) |
| if not infinite_race: |
| handle_victory() |
| else: |
| _end_episode() |
|
|
|
|
| func update_reward(): |
| var offset_difference = current_offset - previous_offset |
|
|
| if offset_difference > (track_length / 2.0): |
| offset_difference = offset_difference - track_length |
|
|
| if offset_difference < -(track_length / 2.0): |
| offset_difference = offset_difference + track_length |
|
|
| |
| ai_controller.reward += offset_difference / 10.0 |
|
|
| |
| ai_controller.reward += min(0.0, get_normalized_velocity_in_player_reference().z + 0.1) * 5.0 |
|
|
| previous_offset = current_offset |
| pass |
|
|
|
|
| func get_next_track_points(num_points: int, step_size: float) -> Array: |
| var temp_array: Array[float] = [] |
| var closest_offset = current_offset |
|
|
| for i in range(0, num_points): |
| var current_point = track.track_path.curve.sample_baked( |
| fmod(closest_offset + step_size * (i + 1), track_length) |
| ) |
| var local = to_local(current_point) / (num_points * step_size) |
| temp_array.append_array([local.x, local.z]) |
| return temp_array |
|
|
|
|
| func _end_episode(final_reward: float = 0.0): |
| ai_controller.reward += final_reward |
| ai_controller.done = true |
| ai_controller.reset() |
|
|
| if not infinite_race: |
| reset() |
|
|
|
|
| func get_normalized_velocity_in_player_reference(): |
| return (global_transform.basis.inverse() * linear_velocity).limit_length(42.0) / 42.0 |
|
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|
|
| func _on_body_entered(_body): |
| ai_controller.reward -= 4.0 |
|
|