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extends CharacterBody3D | |
# Maximum airspeed | |
var max_flight_speed = 30 | |
# Turn rate | |
@export var turn_speed = 5.0 | |
@export var level_speed = 12.0 | |
@export var turn_acc = 4.0 | |
# Climb/dive rate | |
var pitch_speed = 2.0 | |
# Wings "autolevel" speed | |
# Throttle change speed | |
var throttle_delta = 30 | |
# Acceleration/deceleration | |
var acceleration = 6.0 | |
# Current speed | |
var forward_speed = 0 | |
# Throttle input speed | |
var target_speed = 0 | |
#var velocity = Vector3.ZERO | |
var found_goal = false | |
var exited_arena = false | |
var cur_goal = null | |
@onready var environment = get_parent() | |
@onready var ai_controller = $AIController3D | |
# ------- # | |
var turn_input = 0 | |
var pitch_input = 0 | |
var best_goal_distance := 10000.0 | |
var transform_backup = null | |
func _ready(): | |
ai_controller.init(self) | |
transform_backup = transform | |
func game_over(): | |
cur_goal = environment.get_next_goal(null) | |
transform_backup = transform_backup | |
position.x = 0 + randf_range(-2, 2) | |
position.y = 27 + randf_range(-2, 2) | |
position.z = 0 + randf_range(-2, 2) | |
velocity = Vector3.ZERO | |
rotation = Vector3.ZERO | |
found_goal = false | |
exited_arena = false | |
best_goal_distance = to_local(cur_goal.position).length() | |
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 = to_local(cur_goal.position).length() | |
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 set_heuristic(heuristic): | |
self._heuristic = heuristic | |
func _physics_process(delta): | |
if ai_controller.needs_reset: | |
game_over() | |
return | |
if cur_goal == null: | |
game_over() | |
set_input() | |
if Input.is_action_just_pressed("r_key"): | |
game_over() | |
# Rotate the transform based checked the input values | |
transform.basis = transform.basis.rotated( | |
transform.basis.x.normalized(), pitch_input * pitch_speed * delta | |
) | |
transform.basis = transform.basis.rotated(Vector3.UP, turn_input * turn_speed * delta) | |
$PlaneModel.rotation.z = lerp($PlaneModel.rotation.z, -float(turn_input), level_speed * delta) | |
$PlaneModel.rotation.x = lerp($PlaneModel.rotation.x, -float(pitch_input), level_speed * delta) | |
# Movement is always forward | |
velocity = -transform.basis.z.normalized() * max_flight_speed | |
# Handle landing/taking unchecked | |
set_velocity(velocity) | |
set_up_direction(Vector3.UP) | |
move_and_slide() | |
update_reward() | |
func set_input(): | |
if ai_controller.heuristic == "model": | |
return | |
else: | |
turn_input = ( | |
Input.get_action_strength("roll_left") - Input.get_action_strength("roll_right") | |
) | |
pitch_input = ( | |
Input.get_action_strength("pitch_up") - Input.get_action_strength("pitch_down") | |
) | |
func goal_reached(goal): | |
if goal == cur_goal: | |
ai_controller.reward += 100.0 | |
cur_goal = environment.get_next_goal(cur_goal) | |
func exited_game_area(): | |
ai_controller.done = true | |
ai_controller.reward -= 10.0 | |
exited_arena = true | |
game_over() | |