|  | extends VehicleBody3D | 
					
						
						|  | class_name Player | 
					
						
						|  |  | 
					
						
						|  | const STEER_SPEED = 6.0 | 
					
						
						|  | const STEER_LIMIT = 0.4 | 
					
						
						|  | var steer_target = 0 | 
					
						
						|  |  | 
					
						
						|  | @export var controlled = false | 
					
						
						|  | @export var engine_force_value = 40 | 
					
						
						|  | @export var brake_force_value = 60 | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | enum VEHICLE_TYPES {RedConvertible, Car, GreenJeep,PoliceCar, FireTruck, Delivery, GarbageTruck, Hatchback} | 
					
						
						|  | var  VEHICLE_TYPES_STRINGS = ["RedConvertible", "Car", "GreenJeep","PoliceCar", "FireTruck", "Delivery", "GarbageTruck", "Hatchback"] | 
					
						
						|  | @export var vehicle_type : VEHICLE_TYPES = VEHICLE_TYPES.RedConvertible | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | var _heuristic := "human" | 
					
						
						|  | var done := false | 
					
						
						|  |  | 
					
						
						|  | var turn_action := 0.0 | 
					
						
						|  | var acc_action := false | 
					
						
						|  | var brake_action := false | 
					
						
						|  | var needs_reset := false | 
					
						
						|  | var reward := 0.0 | 
					
						
						|  | var starting_position : Vector3 | 
					
						
						|  | var starting_rotation : Vector3 | 
					
						
						|  | var best_goal_distance | 
					
						
						|  | var n_steps_without_positive_reward = 0 | 
					
						
						|  | var n_steps = 0 | 
					
						
						|  | @onready var sensor = $RayCastSensor3D | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | func reset(): | 
					
						
						|  | position = starting_position | 
					
						
						|  | rotation = starting_rotation | 
					
						
						|  | n_steps_without_positive_reward = 0 | 
					
						
						|  | n_steps = 0 | 
					
						
						|  | reward = 0.0 | 
					
						
						|  | GameManager.reset_waypoints(self) | 
					
						
						|  | best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) | 
					
						
						|  |  | 
					
						
						|  | pass | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | func reset_if_done(): | 
					
						
						|  | if done: | 
					
						
						|  | reset() | 
					
						
						|  |  | 
					
						
						|  | func get_obs(): | 
					
						
						|  | var next_waypoint_position = GameManager.get_next_waypoint(self).position | 
					
						
						|  |  | 
					
						
						|  | var goal_distance = position.distance_to(next_waypoint_position) | 
					
						
						|  | goal_distance = clamp(goal_distance, 0.0, 40.0) | 
					
						
						|  | var goal_vector = (next_waypoint_position - position).normalized() | 
					
						
						|  | goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y) | 
					
						
						|  | var obs = [] | 
					
						
						|  | obs.append(goal_distance/40.0) | 
					
						
						|  | obs.append_array([goal_vector.x, | 
					
						
						|  | goal_vector.y, | 
					
						
						|  | goal_vector.z]) | 
					
						
						|  |  | 
					
						
						|  | var next_next_waypoint_position = GameManager.get_next_next_waypoint(self).position | 
					
						
						|  |  | 
					
						
						|  | var next_next_goal_distance = position.distance_to(next_next_waypoint_position) | 
					
						
						|  | next_next_goal_distance = clamp(next_next_goal_distance, 0.0, 80.0) | 
					
						
						|  | var next_next_goal_vector = (next_next_waypoint_position - position).normalized() | 
					
						
						|  | next_next_goal_vector = next_next_goal_vector.rotated(Vector3.UP, -rotation.y) | 
					
						
						|  | obs.append(next_next_goal_distance/80.0) | 
					
						
						|  | obs.append_array([next_next_goal_vector.x, | 
					
						
						|  | next_next_goal_vector.y, | 
					
						
						|  | next_next_goal_vector.z]) | 
					
						
						|  |  | 
					
						
						|  | obs.append(clamp(brake/40.0,-1.0,1.0)) | 
					
						
						|  | obs.append(clamp(engine_force/40.0,-1.0,1.0)) | 
					
						
						|  | obs.append(clamp(steering,-1.0, 1.0)) | 
					
						
						|  | obs.append_array([clamp(linear_velocity.x/40.0,-1.0,1.0), | 
					
						
						|  | clamp(linear_velocity.y/40.0,-1.0,1.0), | 
					
						
						|  | clamp(linear_velocity.z/40.0,-1.0,1.0)]) | 
					
						
						|  | obs.append_array(sensor.get_observation()) | 
					
						
						|  | return { | 
					
						
						|  | "obs":obs | 
					
						
						|  | } | 
					
						
						|  |  | 
					
						
						|  | func get_reward(): | 
					
						
						|  | var  total_reward = reward + shaping_reward() | 
					
						
						|  | if total_reward <= 0.0: | 
					
						
						|  | n_steps_without_positive_reward += 1 | 
					
						
						|  | else: | 
					
						
						|  | n_steps_without_positive_reward -= 1 | 
					
						
						|  | n_steps_without_positive_reward = max(0, n_steps_without_positive_reward) | 
					
						
						|  | return total_reward | 
					
						
						|  |  | 
					
						
						|  | func zero_reward(): | 
					
						
						|  | reward = 0.0 | 
					
						
						|  |  | 
					
						
						|  | func shaping_reward(): | 
					
						
						|  | var s_reward = 0.0 | 
					
						
						|  | var goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) | 
					
						
						|  |  | 
					
						
						|  | if goal_distance < best_goal_distance: | 
					
						
						|  |  | 
					
						
						|  | s_reward += best_goal_distance - goal_distance | 
					
						
						|  | best_goal_distance = goal_distance | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | var speed_reward = linear_velocity.length() / 100 | 
					
						
						|  | speed_reward = clamp(speed_reward, 0.0, 0.1) | 
					
						
						|  |  | 
					
						
						|  | return s_reward + speed_reward | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | func set_heuristic(heuristic): | 
					
						
						|  |  | 
					
						
						|  | self._heuristic = heuristic | 
					
						
						|  |  | 
					
						
						|  | func get_obs_space(): | 
					
						
						|  | var obs = get_obs() | 
					
						
						|  | return { | 
					
						
						|  | "obs": { | 
					
						
						|  | "size": [len(obs["obs"])], | 
					
						
						|  | "space": "box" | 
					
						
						|  | }, | 
					
						
						|  | } | 
					
						
						|  |  | 
					
						
						|  | func get_action_space(): | 
					
						
						|  | return { | 
					
						
						|  | "turn" : { | 
					
						
						|  | "size": 1, | 
					
						
						|  | "action_type": "continuous" | 
					
						
						|  | }, | 
					
						
						|  | "accelerate" : { | 
					
						
						|  | "size": 2, | 
					
						
						|  | "action_type": "discrete" | 
					
						
						|  | }, | 
					
						
						|  | "brake" : { | 
					
						
						|  | "size": 2, | 
					
						
						|  | "action_type": "discrete" | 
					
						
						|  | }, | 
					
						
						|  | } | 
					
						
						|  |  | 
					
						
						|  | func get_done(): | 
					
						
						|  | return done | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | func set_action(action): | 
					
						
						|  | turn_action = action["turn"][0] | 
					
						
						|  | acc_action = action["accelerate"] == 1 | 
					
						
						|  | brake_action = action["brake"] == 1 | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | func get_steer_target(): | 
					
						
						|  | if _heuristic == "human": | 
					
						
						|  | return Input.get_axis("turn_right", "turn_left") | 
					
						
						|  | else: | 
					
						
						|  | return clamp(turn_action, -1.0, 1.0) | 
					
						
						|  |  | 
					
						
						|  | func get_accelerate_value(): | 
					
						
						|  | if _heuristic == "human": | 
					
						
						|  | return Input.is_action_pressed("accelerate") | 
					
						
						|  | else: | 
					
						
						|  | return acc_action | 
					
						
						|  |  | 
					
						
						|  | func get_brake_value(): | 
					
						
						|  | if _heuristic == "human": | 
					
						
						|  | return Input.is_action_pressed("reverse") | 
					
						
						|  | else: | 
					
						
						|  | return brake_action | 
					
						
						|  |  | 
					
						
						|  | func _ready(): | 
					
						
						|  | GameManager.register_player(self) | 
					
						
						|  | best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) | 
					
						
						|  | $Node/Camera3D.current = controlled | 
					
						
						|  | starting_position = position | 
					
						
						|  | starting_rotation = rotation | 
					
						
						|  |  | 
					
						
						|  | $Meshes.set_mesh(VEHICLE_TYPES_STRINGS[vehicle_type]) | 
					
						
						|  |  | 
					
						
						|  | func set_control(value:bool): | 
					
						
						|  | controlled = value | 
					
						
						|  | $Node/Camera3D.current = value | 
					
						
						|  |  | 
					
						
						|  | func crossed_waypoint(): | 
					
						
						|  | reward += 100.0 | 
					
						
						|  |  | 
					
						
						|  | best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position) | 
					
						
						|  |  | 
					
						
						|  | func bonus_reward(): | 
					
						
						|  | print("bonus reward") | 
					
						
						|  | reward += 50.0 | 
					
						
						|  |  | 
					
						
						|  | func set_done_false(): | 
					
						
						|  | done = false | 
					
						
						|  |  | 
					
						
						|  | func check_reset_conditions(): | 
					
						
						|  | if done: | 
					
						
						|  | return | 
					
						
						|  |  | 
					
						
						|  | n_steps += 1 | 
					
						
						|  |  | 
					
						
						|  | if n_steps > 10000: | 
					
						
						|  | print("resetting due to n_steps >10000") | 
					
						
						|  | done = true | 
					
						
						|  | reset() | 
					
						
						|  | return | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | if n_steps_without_positive_reward > 1000: | 
					
						
						|  | print("resetting due to n_steps_without_positive_reward >1000") | 
					
						
						|  | reward -= 10.0 | 
					
						
						|  | done = true | 
					
						
						|  | reset() | 
					
						
						|  | return | 
					
						
						|  |  | 
					
						
						|  | if transform.basis.y.dot(Vector3.UP) < 0.0: | 
					
						
						|  | print("resetting due to transform.basis.y.dot(Vector3.UP) < 0.0") | 
					
						
						|  |  | 
					
						
						|  | done = true | 
					
						
						|  | reset() | 
					
						
						|  | return | 
					
						
						|  |  | 
					
						
						|  | if position.y < -5.0: | 
					
						
						|  | print("resetting due to position.y < -5.0") | 
					
						
						|  | reward -= 10.0 | 
					
						
						|  | done = true | 
					
						
						|  | reset() | 
					
						
						|  | return | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  | func _print_goal_info(): | 
					
						
						|  | var next_waypoint_position = GameManager.get_next_waypoint(self).position | 
					
						
						|  |  | 
					
						
						|  | var goal_distance = position.distance_to(next_waypoint_position) | 
					
						
						|  | goal_distance = clamp(goal_distance, 0.0, 20.0) | 
					
						
						|  | var goal_vector = (next_waypoint_position - position).normalized() | 
					
						
						|  | goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y) | 
					
						
						|  |  | 
					
						
						|  | prints(goal_distance, goal_vector) | 
					
						
						|  |  | 
					
						
						|  | func _physics_process(delta): | 
					
						
						|  | if  _heuristic == "human" and not controlled: return | 
					
						
						|  | if needs_reset: | 
					
						
						|  | needs_reset = false | 
					
						
						|  | reset() | 
					
						
						|  | return | 
					
						
						|  | check_reset_conditions() | 
					
						
						|  |  | 
					
						
						|  | var fwd_mps = (linear_velocity * transform.basis).x | 
					
						
						|  |  | 
					
						
						|  | steer_target = get_steer_target() | 
					
						
						|  | steer_target *= STEER_LIMIT | 
					
						
						|  | var accelerating = false | 
					
						
						|  | if get_accelerate_value(): | 
					
						
						|  | accelerating = true | 
					
						
						|  |  | 
					
						
						|  | var speed = linear_velocity.length() | 
					
						
						|  | if speed < 5 and speed != 0: | 
					
						
						|  | engine_force = clamp(engine_force_value * 5 / speed, 0, 100) | 
					
						
						|  | else: | 
					
						
						|  | engine_force = engine_force_value | 
					
						
						|  | else: | 
					
						
						|  | engine_force = 0 | 
					
						
						|  |  | 
					
						
						|  | $Arrow3D.look_at(GameManager.get_next_waypoint(self).position) | 
					
						
						|  |  | 
					
						
						|  | if not accelerating and get_brake_value(): | 
					
						
						|  |  | 
					
						
						|  | if fwd_mps >= -1: | 
					
						
						|  | var speed = linear_velocity.length() | 
					
						
						|  | if speed < 5 and speed != 0: | 
					
						
						|  | engine_force = -clamp(engine_force_value * 5 / speed, 0, 100) | 
					
						
						|  | else: | 
					
						
						|  | engine_force = -engine_force_value | 
					
						
						|  | else: | 
					
						
						|  | brake = 1*brake_force_value | 
					
						
						|  | else: | 
					
						
						|  | brake = 0.0 | 
					
						
						|  |  | 
					
						
						|  | steering = move_toward(steering, steer_target, STEER_SPEED * delta) | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  |  | 
					
						
						|  |  |