Datasets:
extends KinematicBody | |
class_name Player | |
const MOVE_SPEED = 12 | |
const JUMP_FORCE = 30 | |
const GRAVITY = 0.98 | |
const MAX_FALL_SPEED = 30 | |
const TURN_SENS = 2.0 | |
const MAX_STEPS = 10000 | |
onready var cam = $Camera | |
var move_vec = Vector3() | |
var y_velo = 0 | |
# RL related variables | |
onready var robot = $Robot | |
onready var virtual_camera = $RGBCameraSensor3D | |
var next = 1 | |
var done = false | |
var needs_reset = false | |
var just_reached_negative = false | |
var just_reached_positive = false | |
var just_fell_off = false | |
var best_goal_distance := 10000.0 | |
var grounded := false | |
var _heuristic := "player" | |
var move_action := 0.0 | |
var turn_action := 0.0 | |
var jump_action := false | |
var n_steps = 0 | |
var reward = 0.0 | |
func _ready(): | |
return | |
#reset() | |
func _physics_process(_delta): | |
n_steps +=1 | |
if n_steps >= MAX_STEPS: | |
done = true | |
needs_reset = true | |
if needs_reset: | |
needs_reset = false | |
reset() | |
return | |
move_vec *= 0 | |
move_vec = get_move_vec() | |
#move_vec = move_vec.normalized() | |
move_vec = move_vec.rotated(Vector3(0, 1, 0), rotation.y) | |
move_vec *= MOVE_SPEED | |
move_vec.y = y_velo | |
move_and_slide(move_vec, Vector3(0, 1, 0)) | |
# turning | |
var turn_vec = get_turn_vec() | |
rotation_degrees.y += turn_vec*TURN_SENS | |
grounded = is_on_floor() | |
y_velo -= GRAVITY | |
var just_jumped = false | |
if grounded and y_velo <= 0: | |
y_velo = -0.1 | |
if y_velo < -MAX_FALL_SPEED: | |
y_velo = -MAX_FALL_SPEED | |
if y_velo < 0 and !grounded : | |
robot.set_animation("falling-cycle") | |
var horizontal_speed = Vector2(move_vec.x, move_vec.z) | |
if horizontal_speed.length() < 0.1 and grounded: | |
robot.set_animation("idle") | |
elif horizontal_speed.length() >=1.0 and grounded: | |
robot.set_animation("walk-cycle") | |
# elif horizontal_speed.length() >= 1.0 and grounded: | |
# robot.set_animation("run-cycle") | |
update_reward() | |
if Input.is_action_just_pressed("r_key"): | |
reset() | |
func get_move_vec() -> Vector3: | |
if done: | |
move_vec = Vector3.ZERO | |
return move_vec | |
if _heuristic == "model": | |
return Vector3( | |
0, | |
0, | |
clamp(move_action, -1.0, 0.5) | |
) | |
var move_vec := Vector3( | |
0, | |
0, | |
clamp(Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forwards"),-1.0, 0.5) | |
) | |
return move_vec | |
func get_turn_vec() -> float: | |
if _heuristic == "model": | |
return turn_action | |
var rotation_amount = Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right") | |
return rotation_amount | |
func reset(): | |
needs_reset = false | |
next = 1 | |
n_steps = 0 | |
#done = false | |
just_reached_negative = false | |
just_reached_positive = false | |
jump_action = false | |
# Replace with function body. | |
set_translation(Vector3(0,1.5,0)) | |
rotation_degrees.y = rand_range(-180,180) | |
y_velo = 0.1 | |
func set_action(action): | |
move_action = action["move"][0] | |
turn_action = action["turn"][0] | |
func reset_if_done(): | |
if done: | |
reset() | |
func get_obs(): | |
#print(virtual_camera.get_camera_pixel_encoding()) | |
return { | |
"camera_2d": virtual_camera.get_camera_pixel_encoding(), | |
} | |
func get_obs_space(): | |
# typs of obs space: box, discrete, repeated | |
return { | |
"camera_2d":{ | |
"size": virtual_camera.get_camera_shape(), | |
"space":"box" | |
}, | |
} | |
func update_reward(): | |
reward -= 0.01 # step penalty | |
reward += shaping_reward() | |
func get_reward(): | |
return reward | |
func zero_reward(): | |
reward = 0.0 | |
func shaping_reward(): | |
var s_reward = 0.0 | |
return s_reward | |
func set_heuristic(heuristic): | |
self._heuristic = heuristic | |
func get_obs_size(): | |
return len(get_obs()) | |
func get_action_space(): | |
return { | |
"move" : { | |
"size": 1, | |
"action_type": "continuous" | |
}, | |
"turn" : { | |
"size": 1, | |
"action_type": "continuous" | |
} | |
} | |
func get_done(): | |
return done | |
func set_done_false(): | |
done = false | |
func calculate_translation(other_pad_translation : Vector3) -> Vector3: | |
var new_translation := Vector3.ZERO | |
var distance = rand_range(12,16) | |
var angle = rand_range(-180,180) | |
new_translation.z = other_pad_translation.z + sin(deg2rad(angle))*distance | |
new_translation.x = other_pad_translation.x + cos(deg2rad(angle))*distance | |
return new_translation | |
func _on_NegativeGoal_body_entered(body: Node) -> void: | |
reward -= 1.0 | |
done = true | |
reset() | |
func _on_PositiveGoal_body_entered(body: Node) -> void: | |
reward += 1.0 | |
done = true | |
reset() | |