Datasets:
Download Player.gd from edbeeching/godot_rl_JumperHard: direct link, hf CLI and curl.
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- Download file 4.6 kB
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https://huggingface.co/datasets/edbeeching/godot_rl_JumperHard/resolve/main/Player.gd
- Command line
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hf download hf://datasets/edbeeching/godot_rl_JumperHard/Player.gd
-
curl -L -o Player.gd https://huggingface.co/datasets/edbeeching/godot_rl_JumperHard/resolve/main/Player.gd
4.6 kB
| extends CharacterBody3D | |
| const MOVE_SPEED = 12 | |
| const JUMP_FORCE = 30 | |
| const GRAVITY = 0.98 | |
| const MAX_FALL_SPEED = 30 | |
| const TURN_SENS = 2.0 | |
| @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 | |
| @onready var ai_controller = $AIController3D | |
| var next = 1 | |
| 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 move_action := 0.0 | |
| var turn_action := 0.0 | |
| var jump_action := false | |
| func _ready(): | |
| ai_controller.init(self) | |
| raycast_sensor.activate() | |
| game_over() | |
| func _physics_process(_delta): | |
| move_vec = get_move_vec() | |
| 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 | |
| if grounded and get_jump_action(): | |
| robot.set_animation("jump") | |
| 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"): | |
| game_over() | |
| func get_move_vec() -> Vector3: | |
| if ai_controller.done: | |
| return Vector3.ZERO | |
| if ai_controller.heuristic == "model": | |
| return Vector3(0, 0, clamp(move_action, -1.0, 0.5)) | |
| return Vector3( | |
| 0, | |
| 0, | |
| clamp( | |
| ( | |
| Input.get_action_strength("move_backwards") | |
| - Input.get_action_strength("move_forwards") | |
| ), | |
| -1.0, | |
| 0.5 | |
| ) | |
| ) | |
| func get_turn_vec() -> float: | |
| if ai_controller.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 ai_controller.done: | |
| jump_action = false | |
| return jump_action | |
| if ai_controller.heuristic == "model": | |
| return jump_action | |
| return Input.is_action_just_pressed("jump") | |
| func game_over(): | |
| next = 1 | |
| 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() | |
| 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 = 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 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 | |
| ai_controller.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 | |
| ai_controller.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): | |
| ai_controller.done = true | |
| game_over() | |