ai refactoring
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@@ -2,7 +2,7 @@ extends CharacterBody3D
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class_name AIBase
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@export_group("Movement")
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@export_group("Settings")
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@export var speed: float = 4.0
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var _enable_state_machine: bool = true
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@export var enable_state_machine: bool:
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@@ -11,13 +11,8 @@ var _enable_state_machine: bool = true
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toggle_enable_state_machine()
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get:
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return _enable_state_machine
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@export var anim_player: AnimationPlayer
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@onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape
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@onready var nav_agent: NavigationAgent3D = $%NavigationAgent3D
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@onready var state_machine: StateMachine = $%StateMachine
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@export_group("Entities")
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enum EntityType { HUMANOID, ANIMAL }
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@export var entity_type: EntityType = EntityType.HUMANOID
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@@ -25,6 +20,9 @@ enum EntityType { HUMANOID, ANIMAL }
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@export var allowed_biomes: Array[String] = []
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@export_range(0.0, 100.0, 0.1) var spawn_uniqueness: float = 1.0
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@onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape
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@onready var nav_agent: NavigationAgent3D = $%NavigationAgent3D
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@onready var state_machine: StateMachine = $%StateMachine
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func _ready() -> void:
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randomize()
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@@ -63,15 +61,3 @@ func navigate_to_random_point() -> void:
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var target_point_in_space = global_position + Vector3(randf_range(-1, 1), 0, randf_range(-1, 1)).normalized() * randf_range(0, patrol_radius)
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var closest_valid_point = NavigationServer3D.map_get_closest_point(nav_map_rid, target_point_in_space)
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nav_agent.target_position = closest_valid_point
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func run_walking_animation() -> void:
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if anim_player and anim_player.has_animation("custom/walking"):
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var anim = anim_player.get_animation("custom/walking")
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anim.loop_mode = Animation.LOOP_LINEAR
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anim_player.play("custom/walking")
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func run_idle_animation() -> void:
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if anim_player and anim_player.has_animation("custom/idle"):
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var anim = anim_player.get_animation("custom/idle")
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anim.loop_mode = Animation.LOOP_LINEAR
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anim_player.play("custom/idle")
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@@ -2,8 +2,6 @@
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[ext_resource type="Script" uid="uid://b30p1yqojbbbk" path="res://core/ai/agents/base/ai_base.gd" id="1_4d1nn"]
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[ext_resource type="Script" uid="uid://ps3vlu2qvmop" path="res://core/ai/framework/state_machine.gd" id="2_q1hg3"]
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[ext_resource type="Script" uid="uid://nga8qx56iwgu" path="res://core/ai/agents/base/idle_state.gd" id="3_26faq"]
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[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/agents/base/patrol_state.gd" id="4_lim44"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_mh3lg"]
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@@ -25,18 +23,9 @@ shape = SubResource("CapsuleShape3D_mh3lg")
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[node name="NavigationAgent3D" type="NavigationAgent3D" parent="." unique_id=1370024449]
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unique_name_in_owner = true
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[node name="StateMachine" type="Node" parent="." unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
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[node name="StateMachine" type="Node" parent="." unique_id=1286404264]
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unique_name_in_owner = true
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script = ExtResource("2_q1hg3")
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initial_state = NodePath("IdleState")
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[node name="IdleState" type="Node" parent="StateMachine" unique_id=763668255]
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script = ExtResource("3_26faq")
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state_id = &"idle"
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[node name="PatrolState" type="Node" parent="StateMachine" unique_id=2054606629]
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script = ExtResource("4_lim44")
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state_id = &"patrol"
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[node name="PatrolRadiusShape" type="CollisionShape3D" parent="." unique_id=1379515938]
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unique_name_in_owner = true
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@@ -1,14 +1,11 @@
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extends State
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const PATROL_STATE_ID: StringName = &"patrol"
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@onready var agent: AIBase = owner
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@export var wait_time: float = 3.0
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var runtime_timer: Timer
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func enter() -> void:
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agent.run_idle_animation()
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run_animation()
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runtime_timer = Timer.new()
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runtime_timer.name = "IdleTimer"
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add_child(runtime_timer)
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@@ -25,4 +22,4 @@ func exit() -> void:
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runtime_timer = null
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func _on_timer_timeout() -> void:
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transitioned.emit(self, PATROL_STATE_ID)
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transitioned.emit(self, next_state_id)
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@@ -1,13 +1,9 @@
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extends State
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const IDLE_STATE_ID: StringName = &"idle"
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@onready var agent: AIBase = owner
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func enter() -> void:
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run_animation()
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agent.navigate_to_random_point()
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agent.run_walking_animation()
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func physics_update(_delta) -> void:
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if agent.nav_agent.is_navigation_finished():
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transitioned.emit(self, IDLE_STATE_ID)
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transitioned.emit(self, next_state_id)
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