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