class_name ShipAIController extends AIController3D # Training-side bridge between godot_rl_agents and a ship. This is the only # class that touches plugin types (AIController3D / the Sync node protocol) — # everything else stays behind the ShipController seam: actions received from # the trainer are written into an RLShipController, which the ship pulls like # any other controller. # # Action space is ShipAction verbatim: 6 continuous axes (thrust xyz, # rotation xyz, each -1..1) + binary turbo. ShipAction axes are ship-local # (body frame), so they need no team mirroring — only observations do # (see ShipObservations.canon). # Reward shaping weights. Dense terms accrue per physics tick (60 sim-ticks # per sim-second); event terms fire once. Exported so tuning needs no code # edits. Goal rewards are added by TrainingMode, which owns goal events. @export var ball_touch_reward := 0.1 @export var velocity_to_ball_weight := 0.001 @export var ball_velocity_to_goal_weight := 0.004 var ship: Ship var rl_controller: RLShipController var ball: RigidBody3D var opponent: Ship var attack_goal_position: Vector3 # Wire up references after the ship is spawned. `attack_goal` is the goal # this ship scores into (goal.team == opponent's team). func setup(p_ship: Ship, p_rl_controller: RLShipController, p_ball: RigidBody3D, p_opponent: Ship, p_attack_goal_position: Vector3) -> void: ship = p_ship rl_controller = p_rl_controller ball = p_ball opponent = p_opponent attack_goal_position = p_attack_goal_position init(ship) # Contact monitoring for the ball-touch reward (training-only cost; # the shipped game leaves contact_monitor off). ship.contact_monitor = true ship.max_contacts_reported = 8 ship.body_entered.connect(_on_ship_body_entered) func get_obs() -> Dictionary: return {"obs": ShipObservations.build(ship, opponent, ball, attack_goal_position)} func get_reward() -> float: return reward func get_action_space() -> Dictionary: return { "thrust": {"size": 3, "action_type": "continuous"}, "rotation": {"size": 3, "action_type": "continuous"}, "turbo": {"size": 2, "action_type": "discrete"}, } func set_action(action) -> void: var thrust: Array = action["thrust"] var rot: Array = action["rotation"] rl_controller.action.thrust = Vector3(thrust[0], thrust[1], thrust[2]) rl_controller.action.rotation = Vector3(rot[0], rot[1], rot[2]) rl_controller.action.turbo = int(action["turbo"]) == 1 func _physics_process(delta): super(delta) if not is_instance_valid(ship) or not is_instance_valid(ball): return # Dense shaping: own velocity toward the ball var to_ball := ball.global_position - ship.global_position if to_ball.length_squared() > 0.0001: var closing_speed := ship.linear_velocity.dot(to_ball.normalized()) reward += velocity_to_ball_weight * closing_speed / ship.max_speed # Dense shaping: ball velocity toward the goal we attack var ball_to_goal := attack_goal_position - ball.global_position if ball_to_goal.length_squared() > 0.0001: var ball_progress := ball.linear_velocity.dot(ball_to_goal.normalized()) reward += ball_velocity_to_goal_weight * ball_progress / ShipObservations.BALL_SPEED_SCALE func _on_ship_body_entered(body: Node) -> void: if body.is_in_group("ball"): reward += ball_touch_reward