|
extends AIController3D |
|
class_name PlatformAIController |
|
|
|
@export var game_manager: GameSceneManager |
|
@export var goal: Goal |
|
@export var player_ai_controller: PlayerAIController |
|
|
|
@onready var platform: Platform = $Platform |
|
@onready var initial_position = position |
|
|
|
|
|
func get_obs() -> Dictionary: |
|
var obs: Array |
|
var goal_relative = (platform.to_local(goal.global_position) / 20.0).limit_length(1.0) |
|
var player_relative = ( |
|
(platform.to_local(player_ai_controller.player.global_position) / 10.0).limit_length(1.0) |
|
) |
|
|
|
var platform_velocity = platform.velocity.limit_length(platform.speed) / platform.speed |
|
var player_speed = player_ai_controller.player.speed |
|
var player_velocity = player_ai_controller.player.velocity.limit_length(player_speed) / player_speed |
|
obs.append_array( |
|
[ |
|
goal_relative.x, |
|
goal_relative.y, |
|
goal_relative.z, |
|
player_relative.x, |
|
player_relative.y, |
|
player_relative.z, |
|
platform_velocity.x, |
|
platform_velocity.y, |
|
platform_velocity.z, |
|
player_velocity.x, |
|
player_velocity.y, |
|
player_velocity.z |
|
] |
|
) |
|
return {"obs": obs} |
|
|
|
|
|
func get_reward() -> float: |
|
return reward |
|
|
|
|
|
func get_action_space() -> Dictionary: |
|
return { |
|
"movement": {"size": 1, "action_type": "continuous"}, |
|
} |
|
|
|
|
|
func _physics_process(delta: float) -> void: |
|
super._physics_process(delta) |
|
if heuristic == "human": |
|
set_action() |
|
|
|
|
|
func set_action(action = null) -> void: |
|
if action == null: |
|
platform.requested_movement = ( |
|
Input.get_action_strength("platform_right") - Input.get_action_strength("platform_left") |
|
) |
|
return |
|
|
|
platform.requested_movement = clamp(action.movement[0], -1.0, 1.0) |
|
|
|
|
|
func reset(): |
|
super.reset() |
|
position = position |
|
platform.position = Vector3.ZERO |
|
platform.velocity = Vector3.ZERO |
|
|