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 RayCastSensors; public override void _PhysicsProcess(double delta) { // Intentionally not calling base._PhysicsProcess(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(); foreach (var sensor in RayCastSensors) { var sensorObs = (Array)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 { 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); } }