using Godot; public partial class Player : CharacterBody3D { [Export] public GameSceneManager GameSceneManager { get; set; } [Export] public Area3D Goal { get; set; } [Export] public Area3D Obstacle { get; set; } [Export] public Node3D AIController { get; set; } [Export] public float Speed { get => speed; set => speed = value; } public Vector2 RequestedMovement { get; set; } private float speed = 5f; private Transform3D initialTransform; public override void _Ready() { initialTransform = Transform; } public override void _PhysicsProcess(double delta) { if (!IsOnFloor()) { Velocity += GetGravity() * (float)delta; } // If controlled by human, takes the keyboard arrows as input // otherwise, requested_movement will be set by the AIController based on RL agent's output actions if ((string)AIController.Get("heuristic") == "human") { RequestedMovement = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down"); } RequestedMovement = RequestedMovement.LimitLength(1f) * Speed; Velocity = new(RequestedMovement.X, Velocity.Y, RequestedMovement.Y); // We only move when the episode is not marked as done // to prevent repeating a possibly wrong action from the previous episode. // This is related to the sync node Action Repeat functionality, // we don't get a new action for every physics step. This check may // not be required for every env, and is not used in all examples. if (!(bool)AIController.Get("done")) { MoveAndSlide(); } ResetOnPlayerFalling(); } // Resets the game if the player has fallen down private void ResetOnPlayerFalling() { if (GlobalPosition.Y < -1.0) { GameOver(-1.0); } } // Ends the game, setting an optional reward private void GameOver(double reward) { double currentReward = (double)AIController.Get("reward"); AIController.Set("reward", currentReward + reward); GameSceneManager.Reset(); } // Resets the player and AIController public void Reset() { AIController.Call("end_episode"); Transform = initialTransform; } // When the goal is entered, we restart the game with a positive reward public void OnGoalBodyEntered(Node3D body) { GameOver(1.0); } // When the obstacle is entered, we restart the game with a negative reward public void OnObstacleBodyEntered(Node3D body) { GameOver(-1.0); } }