extends AIController3D class_name RobotAIController @onready var robot: Robot = get_parent() @onready var sensors: Array[Node] = $"../Sensors".get_children() var steps_without_ball_hit_while_serving: int var is_serving: bool func reset(): super.reset() func _physics_process(_delta): n_steps += 1 if is_serving: steps_without_ball_hit_while_serving += 1 if steps_without_ball_hit_while_serving > 400: reward -= 1 robot.other_player.score += 1 robot.game_manager.reset_ball(robot.other_player) func get_obs() -> Dictionary: var ball_position = robot.to_local(robot.ball.global_position) / 8.0 var ball_goal_position = robot.goal.to_local(robot.ball.global_position) / 5.0 var robot_velocity = ( (robot.global_transform.basis.inverse() * robot.linear_velocity.limit_length(10.0)) / 10.0 ) var ball_velocity = ( (robot.global_transform.basis.inverse() * robot.ball.linear_velocity.limit_length(8.0)) / 8.0 ) var observations: Array[float] = [ ball_position.y, ball_position.z, ball_goal_position.x, ball_goal_position.z, robot_velocity.y, robot_velocity.z, ball_velocity.y, ball_velocity.z, float(robot.jump_sensor.is_colliding()), float(float(is_serving)), float(robot.ball.ball_served), robot.game_manager.get_hit_ball_count(robot), steps_without_ball_hit_while_serving / 400.0 ] observations.append_array(get_raycast_sensor_obs()) return {"obs": observations} func get_reward() -> float: return reward func get_action_space() -> Dictionary: return { "jump": {"size": 1, "action_type": "continuous"}, "movement": {"size": 1, "action_type": "continuous"} } func set_action(action) -> void: robot.requested_movement = clamp(action.movement[0], -1.0, 1.0) robot.jump_requested = action.jump[0] > 0 func get_raycast_sensor_obs(): var all_raycast_sensor_obs: Array[float] = [] for raycast_sensor in sensors: all_raycast_sensor_obs.append_array(raycast_sensor.get_observation()) return all_raycast_sensor_obs