| extends AIController3D |
| class_name PlayerAIController |
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| @export var player: Player |
| @export var raycast_sensors: Array[RayCastSensor3D] |
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| func _physics_process(delta): |
| n_steps += 1 |
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| if n_steps > reset_after: |
| player.game_scene_manager.reset() |
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| func end_episode(): |
| done = true |
| reset() |
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| func get_obs() -> Dictionary: |
| var obs: PackedFloat32Array = [] |
| for sensor in raycast_sensors: |
| obs.append_array(sensor.get_observation()) |
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| 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} |
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|
| func get_reward() -> float: |
| return reward |
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| func get_action_space() -> Dictionary: |
| return {"move_action": {"size": 2, "action_type": "continuous"}} |
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| func set_action(action) -> void: |
| player.requested_movement = Vector2(action.move_action[0], action.move_action[1]) |
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