class_name ShipObservations extends RefCounted # Canonical, team-relative observation builder. Shared by training # (ShipAIController) and in-game inference (AIShipController) so a trained # policy sees byte-identical inputs in both contexts — do not fork this logic. # # Self-play trick: observations for team 1 are rotated 180° about Y # (x → -x, z → -z), so every ship perceives itself attacking toward -Z # regardless of which side it spawned on. One policy can then play both teams. # The same rotation must be inverted when interpreting actions (see canon — # it is its own inverse). # Normalization scales. Standard arena volume (see ArenaBoundary): x ±18, # z ±27, height 18, goals at z ±27 (flush with the end walls); positions are # soft-normalized to roughly [-1, 1]. Do not retune without retraining every # model in Game/bots/. const POSITION_SCALE := Vector3(30.0, 15.0, 30.0) const BALL_SPEED_SCALE := 30.0 const GOAL_DISTANCE_SCALE := 60.0 # Contact normals with y above this are floor contact; below it they read as # wall (sideways) or ceiling (downward) — mirrors # ShipAIController.FLOOR_NORMAL_MIN_Y (kept here too since ShipAIController's # wall_contact_penalty and this observation feature must agree on what # counts as "in contact" for the reward/observation to stay consistent). const FLOOR_NORMAL_MIN_Y := 0.7 # Fixed roster caps for the padded teammate/opponent slots below — the # largest supported match size is 5v5. Slots beyond the real teammate/ # opponent count are zero-filled, mirroring the old single-opponent's # null-zero-fill (see build()). Callers must pass teammates/opponents already # sorted by Ship.spawn_index, so a given ship occupies the same slot in every # tick's observation for the whole match, in both training and in-game # inference (see AIShipController._discover_scene_refs / # TrainingMode._start). const MAX_TEAMMATES := 4 const MAX_OPPONENTS := 5 # Number of floats build() returns; the policy input size. # 15 (own) + 6 (ball) + 6*MAX_TEAMMATES + 6*MAX_OPPONENTS + 4 (goal) + 4 (contact) # Game/bots/promoted/*.json were exported against the old single-opponent, # SIZE=35 layout and are not migrated — this is a from-scratch retrain, so # those checkpoints are expected to go stale rather than keep decoding. const SIZE := 15 + 6 + 6 * MAX_TEAMMATES + 6 * MAX_OPPONENTS + 4 + 4 # 180° rotation about Y for team 1; identity for team 0. A proper rotation # (preserves handedness), and its own inverse — used for both observations # and mapping canonical-frame actions back to world intent. static func canon(v: Vector3, team: int) -> Vector3: return v if team == 0 else Vector3(-v.x, v.y, -v.z) # attack_goal_position: centre of the goal this ship is trying to score in # (the goal whose `team` == the opponent's team). teammates/opponents must # already be sorted by Ship.spawn_index (ascending) by the caller — see # MAX_TEAMMATES/MAX_OPPONENTS's comment for why slot stability matters; this # function only pads/truncates to the fixed cap, it doesn't sort. static func build( ship: Ship, teammates: Array[Ship], opponents: Array[Ship], ball: RigidBody3D, attack_goal_position: Vector3 ) -> Array: var team := ship.team var obs := [] # Own kinematics _append(obs, canon(ship.global_position, team) / POSITION_SCALE) _append(obs, canon(-ship.global_transform.basis.z, team)) # forward _append(obs, canon(ship.global_transform.basis.y, team)) # up _append(obs, canon(ship.linear_velocity, team) / ship.max_speed) _append(obs, canon(ship.angular_velocity, team) / ship.max_angular_speed) # Ball, relative to self var ball_rel := ball.global_position - ship.global_position _append(obs, canon(ball_rel, team) / POSITION_SCALE) _append(obs, canon(ball.linear_velocity, team) / BALL_SPEED_SCALE) # Teammates and opponents, relative to self, each padded/truncated to a # fixed slot count (zeros past the real roster size, e.g. a 1v1 match or # a solo drill) so the vector shape never depends on match size. _append_ship_slots(obs, ship, team, teammates, MAX_TEAMMATES) _append_ship_slots(obs, ship, team, opponents, MAX_OPPONENTS) # Goal we are attacking, relative to self var goal_rel := attack_goal_position - ship.global_position _append(obs, canon(goal_rel, team) / POSITION_SCALE) obs.append(goal_rel.length() / GOAL_DISTANCE_SCALE) # Own contact state. Added for generation 4: ShipAIController's # wall_contact_penalty used to fire on a condition the observation vector # couldn't see coming, leaving the value function to predict a reward # with no supporting signal. Also gives the policy a direct "am I resting # on a surface" signal it can use to push off (a real aerial mechanic), # distinct from inferring it indirectly from position/up-vector. var normal := contact_normal(ship) _append(obs, canon(normal, team)) obs.append(1.0 if normal != Vector3.ZERO else 0.0) return obs # Appends up to `slot_count` other ships' (relative position, relative # velocity) — 6 floats each — zero-filling any slots beyond the real roster # size, or beyond slot_count if the roster somehow has more (sorted-by- # spawn_index order means truncation drops the highest spawn_index ships, # not the nearest ones — acceptable since slot_count already covers the # largest supported match size, 5v5). static func _append_ship_slots( obs: Array, ship: Ship, team: int, others: Array[Ship], slot_count: int ) -> void: for i in slot_count: if i < others.size() and is_instance_valid(others[i]): var other := others[i] var rel := other.global_position - ship.global_position _append(obs, canon(rel, team) / POSITION_SCALE) _append(obs, canon(other.linear_velocity, team) / ship.max_speed) else: _append(obs, Vector3.ZERO) _append(obs, Vector3.ZERO) static func _append(obs: Array, v: Vector3) -> void: obs.append(v.x) obs.append(v.y) obs.append(v.z) # Aggregate wall/ceiling contact normal (zero if none, or if only floor # contact — floor contact is excluded so "in_contact" means "touching # something other than the ground it's expected to rest on", matching # ShipAIController.wall_contact_penalty's own floor exemption). Requires # ship.contact_monitor (see ship.gd's _ready — on unconditionally for every # ship so training and in-game inference see identical observations). static func contact_normal(ship: Ship) -> Vector3: var state := PhysicsServer3D.body_get_direct_state(ship.get_rid()) if state == null: return Vector3.ZERO for i in state.get_contact_count(): if not state.get_contact_collider_object(i) is ArenaBoundary: continue var normal := state.get_contact_local_normal(i) if normal.y < FLOOR_NORMAL_MIN_Y: return normal return Vector3.ZERO # True belly-on-floor contact — the complement of contact_normal, which # deliberately excludes floor contact (see its comment). Used by # ShipAIController.grounded_upright_reward to reward genuinely resting on # the floor rather than just being below the GROUND_HANDLING_HEIGHT proxy # altitude, so a ship can't collect ground-handling reward by hovering just # under the threshold without ever touching down. static func is_floor_contact(ship: Ship) -> bool: var state := PhysicsServer3D.body_get_direct_state(ship.get_rid()) if state == null: return false for i in state.get_contact_count(): if not state.get_contact_collider_object(i) is ArenaBoundary: continue if state.get_contact_local_normal(i).y >= FLOOR_NORMAL_MIN_Y: return true return false