| | using Godot; |
| | using Godot.Collections; |
| | using System; |
| | using Array = Godot.Collections.Array; |
| | using Dictionary = Godot.Collections.Dictionary; |
| |
|
| | public partial class PlayerAIController : AIControllerSharp3D |
| | { |
| | [Export] |
| | public Player Player; |
| | |
| | [Export] |
| | public Array<Node> RayCastSensors; |
| |
|
| | public override void _PhysicsProcess(double delta) { |
| | |
| | n_steps += 1; |
| | |
| | if(n_steps > reset_after) { |
| | if (DebugOn) GD.Print("Timeout reached. Setting 'needs_reset' to true."); |
| | Player.GameSceneManager.Reset(); |
| | } |
| | } |
| |
|
| | public void EndEpisode() { |
| | done = true; |
| | reset(); |
| | } |
| |
|
| | public override Dictionary get_obs() { |
| | var obs = new Array<float>(); |
| | foreach (var sensor in RayCastSensors) { |
| | var sensorObs = (Array<float>)sensor.Call("get_observation"); |
| | obs += sensorObs; |
| | } |
| |
|
| | float levelSize = 10; |
| | Vector3 relativeGoalPosition = Player.ToLocal(Player.Goal.GlobalPosition); |
| | Vector3 relativeObstaclePosition = Player.ToLocal(Player.Obstacle.GlobalPosition); |
| |
|
| | obs += new Array<float> { |
| | relativeGoalPosition.X / levelSize, |
| | relativeGoalPosition.Z / levelSize, |
| | relativeObstaclePosition.X / levelSize, |
| | relativeObstaclePosition.Z / levelSize |
| | }; |
| | |
| | return new Dictionary { |
| | { "obs", obs } |
| | }; |
| | } |
| | |
| | public override Dictionary get_action_space() { |
| | return new Dictionary { |
| | {"move_action", new Dictionary { |
| | {"size", 2}, {"action_type", "continuous"} |
| | }} |
| | }; |
| | } |
| | |
| | public override void set_action(Dictionary action) { |
| | float x = (float)((Array) action["move_action"])[0]; |
| | float y = (float)((Array) action["move_action"])[1]; |
| | Player.RequestedMovement = new Vector2(x, y); |
| | } |
| | } |
| |
|