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extends AIController3D |
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# ------------------ Godot RL Agents Logic ------------------------------------# |
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# example actions |
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var movement_action := Vector2(0.0, 0.0) |
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var look_action := Vector2(0.0, 0.0) |
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var jump_action := false |
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var shoot_action := false |
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var n_steps_without_positive_reward = 0 |
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@onready var wide_raycast_sensor = $WideRaycastSensor |
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@onready var narrow_raycast_sensor = $NarrowRaycastSensor |
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func init(player): |
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_player=player |
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func set_team(value): |
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wide_raycast_sensor.team = value |
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narrow_raycast_sensor.team = value |
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if value == 0: |
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wide_raycast_sensor.team_collision_mask = 8 |
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wide_raycast_sensor.enemy_collision_mask = 16 |
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narrow_raycast_sensor.team_collision_mask = 8 |
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narrow_raycast_sensor.enemy_collision_mask = 16 |
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elif value == 1: |
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wide_raycast_sensor.team_collision_mask = 16 |
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wide_raycast_sensor.enemy_collision_mask = 8 |
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narrow_raycast_sensor.team_collision_mask = 16 |
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narrow_raycast_sensor.enemy_collision_mask = 8 |
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func reset(): |
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n_steps_without_positive_reward = 0 |
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n_steps = 0 |
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func get_obs(): |
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var obs = [] |
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obs.append_array(wide_raycast_sensor.get_observation()) |
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obs.append_array(narrow_raycast_sensor.get_observation()) |
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return { |
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"obs":obs |
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} |
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func get_reward(): |
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var total_reward = reward + shaping_reward() |
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if total_reward <= 0.0: |
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n_steps_without_positive_reward += 1 |
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else: |
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n_steps_without_positive_reward -= 1 |
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n_steps_without_positive_reward = max(0, n_steps_without_positive_reward) |
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return total_reward |
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func shaping_reward(): |
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var s_reward = 0.0 |
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return s_reward |
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func get_action_space(): |
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return { |
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"movement_action" : { |
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"size": 2, |
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"action_type": "continuous" |
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}, |
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"look_action" : { |
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"size": 2, |
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"action_type": "continuous" |
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}, |
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"jump_action" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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"shoot_action" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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} |
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func set_action(action): |
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movement_action = Vector2(clamp(action["movement_action"][0],-1.0,1.0), clamp(action["movement_action"][1],-1.0,1.0)) |
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look_action = Vector2(clamp(action["look_action"][0],-1.0,1.0), clamp(action["look_action"][1],-1.0,1.0)) |
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jump_action = action["jump_action"] == 1 |
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shoot_action = action["shoot_action"] == 1 |
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func _physics_process(_delta): |
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n_steps += 1 |
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if n_steps > 4000: |
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_player.needs_respawn = true |
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