| extends AIController3D | |
| class_name PlayerAIController | |
| @export var player: Player | |
| @export var raycast_sensors: Array[RayCastSensor3D] | |
| func _physics_process(delta): | |
| n_steps += 1 | |
| if n_steps > reset_after: | |
| player.game_scene_manager.reset() | |
| func end_episode(): | |
| done = true | |
| reset() | |
| func get_obs() -> Dictionary: | |
| var obs: PackedFloat32Array = [] | |
| for sensor in raycast_sensors: | |
| obs.append_array(sensor.get_observation()) | |
| var level_size: float = 10 | |
| var relative_goal_position: Vector3 = player.to_local(player.goal.global_position) | |
| var relative_obstacle_position: Vector3 = player.to_local(player.obstacle.global_position) | |
| obs.append_array( | |
| [ | |
| relative_goal_position.x / level_size, | |
| relative_goal_position.z / level_size, | |
| relative_obstacle_position.x / level_size, | |
| relative_obstacle_position.z / level_size | |
| ] | |
| ) | |
| return {"obs": obs} | |
| func get_reward() -> float: | |
| return reward | |
| func get_action_space() -> Dictionary: | |
| return {"move_action": {"size": 2, "action_type": "continuous"}} | |
| func set_action(action) -> void: | |
| player.requested_movement = Vector2(action.move_action[0], action.move_action[1]) | |