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extends AIController3D |
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class_name PlayerAIController |
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@export var player: Node3D |
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@export var raycast_sensors: Array[RayCastSensor3D] |
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func _physics_process(delta): |
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n_steps += 1 |
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if n_steps > reset_after: |
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player.GameSceneManager.Reset() |
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func end_episode(): |
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done = true |
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reset() |
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func get_obs() -> Dictionary: |
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var obs: PackedFloat32Array = [] |
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for sensor in raycast_sensors: |
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obs.append_array(sensor.get_observation()) |
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var level_size: float = 10 |
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var relative_goal_position: Vector3 = player.to_local(player.Goal.global_position) |
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var relative_obstacle_position: Vector3 = player.to_local(player.Obstacle.global_position) |
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obs.append_array( |
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[ |
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relative_goal_position.x / level_size, |
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relative_goal_position.z / level_size, |
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relative_obstacle_position.x / level_size, |
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relative_obstacle_position.z / level_size |
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] |
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) |
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return {"obs": obs} |
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func get_reward() -> float: |
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return reward |
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func get_action_space() -> Dictionary: |
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return {"move_action": {"size": 2, "action_type": "continuous"}} |
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func set_action(action) -> void: |
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player.RequestedMovement = Vector2(action.move_action[0], action.move_action[1]) |
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