| 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) |
|
|