extends Node3D class_name Lander ## Main class for the Lander, also handles setting rewards and restarting the episode. @export var show_successful_landing_debug_text := false @export var min_initial_velocity: float = 5.0 @export var max_initial_velocity: float = 10.0 @export var max_random_position_distance_from_center: float = 50.0 @export var up_thruster_max_force: float = 500.0 @export var navigation_thruster_max_force: float = 250.0 @onready var ai_controller: LanderAIController = $AIController3D # In case of error: "Trying to assign value of type 'Node3D'...", # try to double click on blender\lander.blend in Godot and click reimport. # (if needed, repeat for landing-leg.blend too) @onready var _lander: RigidBody3D = $Lander var _landing_legs: Array[RigidBody3D] var _landing_leg_initial_transforms: Dictionary @export var terrain: Terrain @export var raycast_sensor: RayCastSensor3D @export var up_thruster: Thruster @export var left_thruster: Thruster @export var right_thruster: Thruster @export var forward_thruster: Thruster @export var back_thruster: Thruster @export var turn_left_thruster: Thruster @export var turn_right_thruster: Thruster var thrusters: Array var landing_position := Vector3(0.0, 0.0, 0.0) var episode_ended_unsuccessfully_reward := -5.0 var times_restarted := 0 var _initial_transform: Transform3D var _legs_in_contact_with_ground: int var _previous_goal_distance: float var _previous_angular_velocity: float var _previous_direction_difference: float var _previous_linear_velocity: float var _thruster_reward_multiplier: float = 0.0325 var _shaped_reward_multiplier: float = 0.3 var _previous_thruster_usage: float func _ready(): ai_controller.init(self) _landing_legs.append_array([ $LandingLeg, $LandingLeg2, $LandingLeg3, $LandingLeg4 ]) for landing_leg in _landing_legs: _landing_leg_initial_transforms[landing_leg] = landing_leg.global_transform _initial_transform = _lander.global_transform thrusters.append_array([ up_thruster, left_thruster, right_thruster, forward_thruster, back_thruster, turn_left_thruster, turn_right_thruster ]) reset() func reset(): terrain.maybe_generate_terrain() times_restarted += 1 var random_velocity = Vector3( randf_range(-1.0, 1.0), randf_range(-1.0, 1.0), randf_range(-1.0, 1.0) ).normalized() * randf_range(min_initial_velocity, max_initial_velocity) var random_position_offset = Vector3( randf_range(-1.0, 1.0), 0, randf_range(-1.0, 1.0) ).normalized() * randf_range(0.0, max_random_position_distance_from_center) _lander.global_transform = _initial_transform _lander.global_transform.origin += random_position_offset _lander.linear_velocity = random_velocity _lander.angular_velocity = Vector3.ZERO for landing_leg in _landing_legs: landing_leg.global_transform = _landing_leg_initial_transforms[landing_leg] landing_leg.global_transform.origin += random_position_offset landing_leg.linear_velocity = random_velocity landing_leg.angular_velocity = Vector3.ZERO for thruster in thrusters: thruster.thruster_strength = 0.0 landing_position = terrain.landing_position _previous_linear_velocity = get_normalized_linear_velocity() _previous_goal_distance = _get_normalized_distance_to_goal() _previous_angular_velocity = get_normalized_angular_velocity() _previous_direction_difference = get_player_goal_direction_difference() _previous_thruster_usage = _get_normalized_current_total_thruster_strength() pass func _physics_process(delta): _end_episode_on_goal_reached() _update_reward() if (ai_controller.heuristic == "human"): up_thruster.thruster_strength = ( int(Input.is_action_pressed("up_thruster")) ) * up_thruster_max_force left_thruster.thruster_strength = ( int(Input.is_action_pressed("left_thruster")) ) * navigation_thruster_max_force right_thruster.thruster_strength = ( int(Input.is_action_pressed("right_thruster")) ) * navigation_thruster_max_force forward_thruster.thruster_strength = ( int(Input.is_action_pressed("forward_thruster")) ) * navigation_thruster_max_force back_thruster.thruster_strength = ( int(Input.is_action_pressed("back_thruster")) ) * navigation_thruster_max_force turn_left_thruster.thruster_strength = ( int(Input.is_action_pressed("turn_left_thruster")) ) * navigation_thruster_max_force turn_right_thruster.thruster_strength = ( int(Input.is_action_pressed("turn_right_thruster")) ) * navigation_thruster_max_force for thruster in thrusters: _lander.apply_force( thruster.global_transform.basis.y * thruster.thruster_strength, thruster.global_position - _lander.global_position ) _reset_if_needed() pass func _end_episode_on_goal_reached(): if _is_goal_reached(): if show_successful_landing_debug_text: print("Successfully landed") # The reward for succesfully landing is reduced by # the distance from the goal position var successfully_landed_reward: float = ( 10.0 - _get_normalized_distance_to_goal() * 6.0 ) _end_episode(successfully_landed_reward) func _end_episode(final_reward: float = 0.0): ai_controller.reward += final_reward ai_controller.needs_reset = true ai_controller.done = true func _reset_if_needed(): if ai_controller.needs_reset: reset() ai_controller.reset() func _update_reward(): if times_restarted == 0: return # Positive reward if the parameters are approaching the goal values, # negative reward if they are moving away from the goal values var vel_reward := (_previous_linear_velocity - get_normalized_linear_velocity()) var thruster_usage_reward := (_previous_thruster_usage - _get_normalized_current_total_thruster_strength()) * 0.06 var ang_vel_reward := (_previous_angular_velocity - get_normalized_angular_velocity()) var dist_reward := 0.0 var dir_reward := 0.0 if _legs_in_contact_with_ground == 0: dist_reward = (_previous_goal_distance - _get_normalized_distance_to_goal()) * 6.0 dir_reward = (_previous_direction_difference - get_player_goal_direction_difference()) * 0.25 ai_controller.reward += ( dist_reward + vel_reward + dir_reward + ang_vel_reward + thruster_usage_reward ) * 65.0 * _shaped_reward_multiplier _previous_linear_velocity = get_normalized_linear_velocity() _previous_goal_distance = _get_normalized_distance_to_goal() _previous_angular_velocity = get_normalized_angular_velocity() _previous_direction_difference = get_player_goal_direction_difference() _previous_thruster_usage = _get_normalized_current_total_thruster_strength() pass # Returns the difference between current direction and goal direction in range 0,1 # If 1, the angle is 180 degrees, if 0, the direction is perfectly aligned. func get_player_goal_direction_difference() -> float: return (1.0 + _lander.global_transform.basis.y.dot(-Vector3.UP)) / 2.0 func _is_goal_reached() -> bool: return ( not ai_controller.done and _legs_in_contact_with_ground == 4 and _lander.linear_velocity.length() < 0.015 and _lander.angular_velocity.length() < 0.5 and _get_normalized_current_total_thruster_strength() < 0.01 ) func _get_current_distance_to_goal() -> float: return _lander.global_position.distance_to(landing_position) func _get_normalized_distance_to_goal() -> float: var playing_area_size = get_playing_area_size() return ( _lander.global_position.distance_to(landing_position) / Vector3( playing_area_size.x / 2, playing_area_size.y, playing_area_size.x / 2, ).length() ) func get_goal_position_in_player_reference() -> Vector3: var local_position: Vector3 = _lander.to_local(landing_position) var playing_area_size: Vector3 = get_playing_area_size() var local_size: Vector3 = ( _lander.global_transform.basis.inverse() * Vector3( playing_area_size.x / 2.0, playing_area_size.y, playing_area_size.z / 2.0, ) ) return local_position / local_size ## Returns the normalized position of the center of the terrain in player's reference func get_terrain_center_position_in_player_reference() -> Vector3: var local_position = _lander.to_local(terrain.global_position) var playing_area_size = get_playing_area_size() var local_size = ( _lander.global_transform.basis.inverse() * Vector3( playing_area_size.x / 2, playing_area_size.y, playing_area_size.x / 2, ) ) return local_position / local_size func get_velocity_in_player_reference() -> Vector3: return ( _lander.global_transform.basis.inverse() * _lander.linear_velocity ) func _get_normalized_current_total_thruster_strength() -> float: var thruster_strength_total: float = 0.0 for thruster in thrusters: thruster_strength_total += thruster.thruster_strength / up_thruster_max_force return thruster_strength_total func get_angular_velocity_in_player_reference() -> Vector3: return _lander.global_transform.basis.inverse() * _lander.angular_velocity func get_playing_area_size() -> Vector3: return Vector3( terrain.size.x, 250.0, terrain.size.y ) func get_orientation_as_array() -> Array[float]: var basis_y: Vector3 = _lander.global_transform.basis.y var basis_x: Vector3 = _lander.global_transform.basis.x return [ basis_y.x, basis_y.y, basis_y.z, basis_x.x, basis_x.y, basis_x.z ] func get_normalized_linear_velocity() -> float: return minf(50.0, _lander.linear_velocity.length()) / 50.0 func get_normalized_angular_velocity() -> float: return minf(10.0, _lander.angular_velocity.length()) / 10.0 func _on_lander_body_entered(body): _end_episode(episode_ended_unsuccessfully_reward) func get_lander_global_position(): return _lander.global_position func _on_landing_leg_body_exited(body): # Possible bug to consider: upon restarting, this reward may be given in the first frame of the next episode _legs_in_contact_with_ground -= 1 ai_controller.reward -= 0.25 func _on_landing_leg_body_entered(body): _legs_in_contact_with_ground += 1 ai_controller.reward += 0.25