File size: 6,646 Bytes
5de14c4
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
b2f36c3
5de14c4
 
 
 
 
 
 
 
 
685f518
5de14c4
 
 
 
 
685f518
5de14c4
685f518
5de14c4
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
extends CharacterBody3D

const MOVE_SPEED = 12
const JUMP_FORCE = 30
const GRAVITY = 0.98
const MAX_FALL_SPEED = 30
const TURN_SENS = 2.0
const MAX_STEPS = 20000

@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

var next = 1
var done = false
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 _heuristic := "player"
var move_action := 0.0
var turn_action := 0.0
var jump_action := false
var n_steps = 0
var _goal_vec = null
var reward = 0.0

func _ready():
	raycast_sensor.activate()
	reset()

#func _process(_delta):
#	if _goal_vec != null:
#		DebugDraw.draw_line_3d(position, position + (_goal_vec*10), Color(1, 1, 0))

func _physics_process(_delta):
	
	#reward = 0.0
	n_steps +=1    
	if n_steps >= MAX_STEPS:
		done = true
		needs_reset = true

	if needs_reset:
		needs_reset = false
		reset()
		return
	
	
	move_vec *= 0
	move_vec = get_move_vec()
	#move_vec = move_vec.normalized()
	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
	var just_jumped = false
	if grounded and get_jump_action():
		robot.set_animation("jump")
		just_jumped = true
		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"):
		reset()
		

func get_move_vec() -> Vector3:
	if done:
		move_vec = Vector3.ZERO
		return move_vec
	
	if _heuristic == "model":
		return Vector3(
		0,
		0,
		clamp(move_action, -1.0, 0.5)
	)
		
	var move_vec := Vector3(
		0,
		0,
		clamp(Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forwards"),-1.0, 0.5)
		
	)
	return move_vec

func get_turn_vec() -> float:
	if _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 done:
		jump_action = false
		return jump_action
		
	if _heuristic == "model":
		return jump_action  
	
	return Input.is_action_just_pressed("jump")
  
func reset():
	needs_reset = false
	next = 1
	n_steps = 0
	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()
	
func set_action(action):
	move_action = action["move"][0]
	turn_action = action["turn"][0]
	jump_action = action["jump"] == 1
	
func reset_if_done():
	if done:
		reset()

func get_obs():
	var goal_distance = 0.0
	var goal_vector = Vector3.ZERO
	if next == 0:
		goal_distance = position.distance_to(first_jump_pad.position)
		goal_vector = (first_jump_pad.position - position).normalized()
		
	if next == 1:
		goal_distance = position.distance_to(second_jump_pad.position)
		goal_vector = (second_jump_pad.position - position).normalized()
	
	goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y)
	
	goal_distance = clamp(goal_distance, 0.0, 20.0)
	var obs = []
	obs.append_array([move_vec.x/MOVE_SPEED,
					move_vec.y/MAX_FALL_SPEED,
					move_vec.z/MOVE_SPEED])
	obs.append_array([goal_distance/20.0,
					goal_vector.x, 
					goal_vector.y, 
					goal_vector.z])
	obs.append(grounded)
	obs.append_array(raycast_sensor.get_observation())
	
	return {
		"obs": obs,
	}
	
func get_obs_space():
	# typs of obs space: box, discrete, repeated
	return {
		"obs": {
			"size": [len(get_obs()["obs"])],
			"space": "box"
			}
		}
	
func update_reward():
	reward -= 0.01 # step penalty
	reward += shaping_reward()
	
func get_reward():
	var current_reward = reward
	reward = 0 # reset the reward to zero checked every decision step
	return current_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 set_heuristic(heuristic):
	self._heuristic = heuristic

func get_obs_size():
	return len(get_obs())
	
func zero_reward():
	reward = 0
   
func get_action_space():
	return {
		"move" : {
			"size": 1,
			"action_type": "continuous"
		},        
			"turn" : {
			"size": 1,
			"action_type": "continuous"
		},
		"jump": {
			"size": 2,
			"action_type": "discrete"
			}
		}

func get_done():
	return done
	
func set_done_false():
	done = false

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
	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
	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):
	done = true
	reset()