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])