extends VehicleBody3D class_name Car @export var playing_area_x_size: float = 20 @export var playing_area_z_size: float = 20 @export var acceleration: float = 200 @export var max_steer_angle: float = 20 @export var parking_manager: ParkingManager @export var goal_marker: Node3D @onready var max_velocity = acceleration / mass * 40 @onready var ai_controller: AIController3D = $AIController3D @onready var raycast_sensor: RayCastSensor3D = $RayCastSensor3D var goal_parking_spot: Transform3D var requested_acceleration: float var requested_steering: float var _initial_transform: Transform3D var times_restarted: int var _smallest_distance_to_goal: float = 0 var _max_goal_dist: float = 1 var episode_ended_unsuccessfully_reward: float = -6 var _rear_lights: Array[MeshInstance3D] @export var braking_material: StandardMaterial3D @export var reversing_material: StandardMaterial3D func get_normalized_velocity(): return linear_velocity.normalized() * (linear_velocity.length() / max_velocity) func _ready(): ai_controller.init(self) _initial_transform = transform _rear_lights.resize(2) _rear_lights[0] = $"car_base/Rear-light" as MeshInstance3D _rear_lights[1] = $"car_base/Rear-light_001" as MeshInstance3D _max_goal_dist = ( Vector2( playing_area_x_size, playing_area_z_size ).length() ) func reset(): times_restarted += 1 transform = _initial_transform if randi_range(0, 1) == 0: transform.origin = -transform.origin transform.basis = transform.basis.rotated(Vector3.UP, PI) linear_velocity = Vector3.ZERO angular_velocity = Vector3.ZERO transform.basis = transform.basis.rotated(Vector3.UP, randf_range(-0.3, 0.3)) parking_manager.disable_random_cars() goal_parking_spot = parking_manager.get_random_free_parking_spot_transform() goal_marker.global_position = goal_parking_spot.origin + Vector3.UP * 3 _smallest_distance_to_goal = _get_current_distance_to_goal() func _physics_process(delta): _reset_if_needed() _update_reward() if (ai_controller.heuristic != "human"): engine_force = (requested_acceleration) * acceleration steering = move_toward(steering, deg_to_rad(requested_steering * max_steer_angle), delta) else: engine_force = ( int(Input.is_action_pressed("move_forward")) - int(Input.is_action_pressed("move_backward")) ) * acceleration steering = move_toward( steering, deg_to_rad(( int(Input.is_action_pressed("steer_left")) - int(Input.is_action_pressed("steer_right")) ) * max_steer_angle), delta ) _update_rear_lights() _reset_on_out_of_bounds() _reset_on_turned_over() _reset_on_went_away_from_goal() _end_episode_on_goal_reached() func _update_rear_lights(): var velocity := get_normalized_velocity_in_player_reference().z set_rear_light_material(null) var brake_or_reverse_requested: bool if (ai_controller.heuristic != "human"): brake_or_reverse_requested = requested_acceleration < 0 else: brake_or_reverse_requested = Input.is_action_pressed("move_backward") if velocity >= 0: if brake_or_reverse_requested: set_rear_light_material(braking_material) elif velocity <= -0.015: set_rear_light_material(reversing_material) func set_rear_light_material(material: StandardMaterial3D): _rear_lights[0].set_surface_override_material(0, material) _rear_lights[1].set_surface_override_material(0, material) func _reset_on_out_of_bounds(): if (position.y < -2 or abs(position.x) > 10 or abs(position.z) > 10): _end_episode(episode_ended_unsuccessfully_reward) # If the agent was near the goal but has since moved away, # end the episode with a negative reward func _reset_on_went_away_from_goal(): var goal_dist = _get_current_distance_to_goal() if _smallest_distance_to_goal < 1.5 and goal_dist > _smallest_distance_to_goal + 3.5: _end_episode(episode_ended_unsuccessfully_reward) # If the goal condition is reached, provide a reward based on: # how quickly the goal was reached, # the current velocity, # direction alignment, # and distance from the goal position func _end_episode_on_goal_reached(): var goal_dist = _get_current_distance_to_goal() if _is_goal_reached(goal_dist): var parked_succesfully_reward: float = ( 10 - _get_direction_difference() * 4 - (float(ai_controller.n_steps) / ai_controller.reset_after) * 2 - get_normalized_velocity().length() - (goal_dist / _max_goal_dist) ) _end_episode(parked_succesfully_reward) func _reset_on_turned_over(): if global_transform.basis.y.dot(Vector3.UP) < 0.6: _end_episode(episode_ended_unsuccessfully_reward) func _end_episode(final_reward: float = 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 var goal_dist = _get_current_distance_to_goal() # # If the car is close to the goal parking spot, # we modify the reward based on the angle var direction_multiplier = 1 if goal_dist < 1: direction_multiplier = (1 - _get_direction_difference()) * 1.5 if goal_dist < _smallest_distance_to_goal: ai_controller.reward += ( (_smallest_distance_to_goal - goal_dist) * direction_multiplier ) _smallest_distance_to_goal = goal_dist # Encourage shorter paths if goal_dist > 2: ai_controller.reward -= 10 * (get_normalized_velocity().length() / ai_controller.reset_after) # 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_direction_difference() -> float: return (global_transform.basis.z.dot(-goal_parking_spot.basis.z) + 1) / 2 func _is_goal_reached(current_goal_dist: float) -> bool: return ( current_goal_dist < 0.5 and linear_velocity.length() < 0.05 and _get_direction_difference() < 0.07 ) func _get_current_distance_to_goal() -> float: # Exclude Y difference from the calculated distance var goal_transform: Transform3D = goal_parking_spot goal_transform.origin.y = global_position.y return goal_transform.origin.distance_to(global_position) func get_normalized_velocity_in_player_reference() -> Vector3: return ( global_transform.basis.inverse() * get_normalized_velocity() ) func _on_green_space_body_entered(body): _end_episode(episode_ended_unsuccessfully_reward) func _on_walls_body_entered(body): _end_episode(episode_ended_unsuccessfully_reward) func _on_body_entered(body: PhysicsBody3D): if body is StaticCar: _end_episode(episode_ended_unsuccessfully_reward)