extends AIController3D class_name PlatformAIController @export var game_manager: GameSceneManager @export var goal: Goal @export var player_ai_controller: PlayerAIController @onready var platform: Platform = $Platform @onready var initial_position = position func get_obs() -> Dictionary: var obs: Array var goal_relative = (platform.to_local(goal.global_position) / 20.0).limit_length(1.0) var player_relative = ( (platform.to_local(player_ai_controller.player.global_position) / 10.0).limit_length(1.0) ) var platform_velocity = platform.velocity.limit_length(platform.speed) / platform.speed var player_speed = player_ai_controller.player.speed var player_velocity = player_ai_controller.player.velocity.limit_length(player_speed) / player_speed obs.append_array( [ goal_relative.x, goal_relative.y, goal_relative.z, player_relative.x, player_relative.y, player_relative.z, platform_velocity.x, platform_velocity.y, platform_velocity.z, player_velocity.x, player_velocity.y, player_velocity.z ] ) return {"obs": obs} func get_reward() -> float: return reward func get_action_space() -> Dictionary: return { "movement": {"size": 1, "action_type": "continuous"}, } func _physics_process(delta: float) -> void: super._physics_process(delta) if heuristic == "human": set_action() func set_action(action = null) -> void: if action == null: platform.requested_movement = ( Input.get_action_strength("platform_right") - Input.get_action_strength("platform_left") ) return platform.requested_movement = clamp(action.movement[0], -1.0, 1.0) func reset(): super.reset() position = position platform.position = Vector3.ZERO platform.velocity = Vector3.ZERO