using System; using Godot; using Dictionary = Godot.Collections.Dictionary; using Array = Godot.Collections.Array; [GlobalClass] public abstract partial class AIControllerSharp3D : Node3D { public enum ControlModes { INHERIT_FROM_SYNC, HUMAN, TRAINING, ONNX_INFERENCE, RECORD_EXPERT_DEMOS } [Export] public ControlModes control_mode = ControlModes.INHERIT_FROM_SYNC; [Export] public string onnx_model_path = ""; [Export] public int reset_after = 1000; [ExportGroup("Record expert demos mode options")] // Path where the demos will be saved. The file can later be used for imitation learning. [Export] public String expert_demo_save_path; // The action that erases the last recorded episode from the currently recorded data. [Export] public InputEvent remove_last_episode_key; // Action will be repeated for n frames. Will introduce control lag if larger than 1. // Can be used to ensure that action_repeat on inference && training matches // the recorded demonstrations. [Export] public int action_repeat = 1; [ExportGroup("Debug")] [Export] protected bool DebugOn; // ONNXModel GDScript object public Resource onnx_model; public string heuristic = "human"; public bool done; public float reward; public int n_steps; public bool needs_reset; public Node2D _player; public override void _Ready() { base._Ready(); AddToGroup("AGENT"); } public virtual void init(Node2D player) { if (DebugOn) GD.Print("Initializing AIController..."); _player = player; } public virtual float get_reward() { return reward; } //-- Methods that need implementing using the "extend script" option in Godot --# public abstract Dictionary get_obs(); public abstract Dictionary get_action_space(); public abstract void set_action(Dictionary action); //-----------------------------------------------------------------------------# //-- Methods that sometimes need implementing using the "extend script" option in Godot --# // Only needed if you are recording expert demos with this AIController public virtual Array get_action() { throw new NotImplementedException(); } // -----------------------------------------------------------------------------# public override void _PhysicsProcess(double delta) { base._PhysicsProcess(delta); n_steps += 1; if(n_steps > reset_after) { if (DebugOn) GD.Print("Timeout reached. Setting 'needs_reset' to true."); needs_reset = true; } } public virtual Dictionary get_obs_space() { // may need overriding if the obs space is complex Dictionary obs = get_obs(); Array size = new Array { ((Array)obs["obs"]).Count }; return new Dictionary() { { "obs", new Dictionary() { { "size", size }, { "space", "box" } } } }; } public void reset() { if (DebugOn) GD.Print("Resetting AIController..."); n_steps = 0; needs_reset = false; } public void reset_if_done() { if (DebugOn) GD.Print("Resetting if done..."); if(done) { reset(); } } public void set_heuristic(String h) { if (DebugOn) GD.Print("Setting heuristic..."); // sets the heuristic from "human" || "model" nothing to change here heuristic = h; } public bool get_done() { return done; } public void set_done_false() { done = false; } public void zero_reward() { reward = 0.0f; } }