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extends CharacterBody3D |
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var max_flight_speed = 30 |
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@export var turn_speed = 5.0 |
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@export var level_speed = 12.0 |
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@export var turn_acc = 4.0 |
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var pitch_speed = 2.0 |
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var throttle_delta = 30 |
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var acceleration = 6.0 |
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var forward_speed = 0 |
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var target_speed = 0 |
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var found_goal = false |
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var exited_arena = false |
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var cur_goal = null |
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@onready var environment = get_parent() |
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@onready var ai_controller = $AIController3D |
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var turn_input = 0 |
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var pitch_input = 0 |
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var best_goal_distance := 10000.0 |
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var transform_backup = null |
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func _ready(): |
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ai_controller.init(self) |
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transform_backup = transform |
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func game_over(): |
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cur_goal = environment.get_next_goal(null) |
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transform_backup = transform_backup |
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position.x = 0 + randf_range(-2, 2) |
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position.y = 27 + randf_range(-2, 2) |
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position.z = 0 + randf_range(-2, 2) |
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velocity = Vector3.ZERO |
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rotation = Vector3.ZERO |
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found_goal = false |
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exited_arena = false |
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best_goal_distance = to_local(cur_goal.position).length() |
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ai_controller.reset() |
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func update_reward(): |
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ai_controller.reward -= 0.01 |
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ai_controller.reward += shaping_reward() |
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func shaping_reward(): |
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var s_reward = 0.0 |
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var goal_distance = to_local(cur_goal.position).length() |
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if goal_distance < best_goal_distance: |
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s_reward += best_goal_distance - goal_distance |
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best_goal_distance = goal_distance |
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s_reward /= 1.0 |
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return s_reward |
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func set_heuristic(heuristic): |
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self._heuristic = heuristic |
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func _physics_process(delta): |
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if ai_controller.needs_reset: |
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game_over() |
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return |
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if cur_goal == null: |
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game_over() |
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set_input() |
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if Input.is_action_just_pressed("r_key"): |
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game_over() |
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transform.basis = transform.basis.rotated( |
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transform.basis.x.normalized(), pitch_input * pitch_speed * delta |
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) |
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transform.basis = transform.basis.rotated(Vector3.UP, turn_input * turn_speed * delta) |
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$PlaneModel.rotation.z = lerp($PlaneModel.rotation.z, -float(turn_input), level_speed * delta) |
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$PlaneModel.rotation.x = lerp($PlaneModel.rotation.x, -float(pitch_input), level_speed * delta) |
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velocity = -transform.basis.z.normalized() * max_flight_speed |
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set_velocity(velocity) |
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set_up_direction(Vector3.UP) |
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move_and_slide() |
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update_reward() |
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func set_input(): |
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if ai_controller.heuristic == "model": |
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return |
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else: |
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turn_input = ( |
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Input.get_action_strength("roll_left") - Input.get_action_strength("roll_right") |
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) |
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pitch_input = ( |
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Input.get_action_strength("pitch_up") - Input.get_action_strength("pitch_down") |
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) |
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func goal_reached(goal): |
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if goal == cur_goal: |
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ai_controller.reward += 100.0 |
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cur_goal = environment.get_next_goal(cur_goal) |
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func exited_game_area(): |
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ai_controller.done = true |
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ai_controller.reward -= 10.0 |
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exited_arena = true |
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game_over() |
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