godot_rl_JumperHard / Player.gd
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extends CharacterBody3D
const MOVE_SPEED = 12
const JUMP_FORCE = 30
const GRAVITY = 0.98
const MAX_FALL_SPEED = 30
const TURN_SENS = 2.0
@onready var cam = $Camera3D
var move_vec = Vector3()
var y_velo = 0
var needs_reset = false
# RL related variables
@onready var end_position = $"../EndPosition"
@onready var raycast_sensor = $"RayCastSensor3D"
@onready var first_jump_pad = $"../Pads/FirstPad"
@onready var second_jump_pad = $"../Pads/SecondPad"
@onready var robot = $Robot
@onready var ai_controller = $AIController3D
var next = 1
var just_reached_end = false
var just_reached_next = false
var just_fell_off = false
var best_goal_distance := 10000.0
var grounded := false
var move_action := 0.0
var turn_action := 0.0
var jump_action := false
func _ready():
ai_controller.init(self)
raycast_sensor.activate()
game_over()
func _physics_process(_delta):
move_vec = get_move_vec()
move_vec = move_vec.rotated(Vector3(0, 1, 0), rotation.y)
move_vec *= MOVE_SPEED
move_vec.y = y_velo
set_velocity(move_vec)
set_up_direction(Vector3(0, 1, 0))
move_and_slide()
# turning
var turn_vec = get_turn_vec()
rotation.y += deg_to_rad(turn_vec * TURN_SENS)
grounded = is_on_floor()
y_velo -= GRAVITY
if grounded and get_jump_action():
robot.set_animation("jump")
y_velo = JUMP_FORCE
grounded = 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")
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")
elif horizontal_speed.length() >= 1.0 and grounded:
robot.set_animation("run")
update_reward()
if Input.is_action_just_pressed("r_key"):
game_over()
func get_move_vec() -> Vector3:
if ai_controller.done:
return Vector3.ZERO
if ai_controller.heuristic == "model":
return Vector3(0, 0, clamp(move_action, -1.0, 0.5))
return Vector3(
0,
0,
clamp(
(
Input.get_action_strength("move_backwards")
- Input.get_action_strength("move_forwards")
),
-1.0,
0.5
)
)
func get_turn_vec() -> float:
if ai_controller.heuristic == "model":
return turn_action
var rotation_amount = (
Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right")
)
return rotation_amount
func get_jump_action() -> bool:
if ai_controller.done:
jump_action = false
return jump_action
if ai_controller.heuristic == "model":
return jump_action
return Input.is_action_just_pressed("jump")
func game_over():
next = 1
first_jump_pad.position = Vector3.ZERO
second_jump_pad.position = Vector3(0, 0, -12)
just_reached_end = false
just_fell_off = false
jump_action = false
set_position(Vector3(0, 5, 0))
rotation.y = deg_to_rad(randf_range(-180, 180))
y_velo = 0.1
reset_best_goal_distance()
ai_controller.reset()
func update_reward():
ai_controller.reward -= 0.01 # step penalty
ai_controller.reward += shaping_reward()
func shaping_reward():
var s_reward = 0.0
var goal_distance = 0
if next == 0:
goal_distance = position.distance_to(first_jump_pad.position)
if next == 1:
goal_distance = position.distance_to(second_jump_pad.position)
#print(goal_distance)
if goal_distance < best_goal_distance:
s_reward += best_goal_distance - goal_distance
best_goal_distance = goal_distance
s_reward /= 1.0
return s_reward
func reset_best_goal_distance():
if next == 0:
best_goal_distance = position.distance_to(first_jump_pad.position)
if next == 1:
best_goal_distance = position.distance_to(second_jump_pad.position)
func calculate_translation(other_pad_translation: Vector3) -> Vector3:
var new_translation := Vector3.ZERO
var distance = randf_range(12, 16)
var angle = randf_range(-180, 180)
new_translation.z = other_pad_translation.z + sin(deg_to_rad(angle)) * distance
new_translation.x = other_pad_translation.x + cos(deg_to_rad(angle)) * distance
return new_translation
func _on_First_Pad_Trigger_body_entered(_body):
if next != 0:
return
ai_controller.reward += 100.0
next = 1
reset_best_goal_distance()
second_jump_pad.position = calculate_translation(first_jump_pad.position)
func _on_Second_Trigger_body_entered(_body):
if next != 1:
return
ai_controller.reward += 100.0
next = 0
reset_best_goal_distance()
first_jump_pad.position = calculate_translation(second_jump_pad.position)
func _on_ResetTriggerBox_body_entered(_body):
ai_controller.done = true
game_over()