Datasets:
Formats:
imagefolder
Size:
< 1K
| 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() | |