update AI and doc
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@@ -3,10 +3,13 @@ extends CharacterBody3D
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class_name AIBase
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@export var speed: float = 4.0
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@export var enable_state_machine: bool = true:
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var _enable_state_machine: bool = true
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@export var enable_state_machine: bool:
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set(value):
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enable_state_machine = value
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_enable_state_machine = value
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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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@onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape
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@@ -19,10 +22,10 @@ func _ready() -> void:
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toggle_enable_state_machine()
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func toggle_enable_state_machine() -> void:
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state_machine.enable = enable_state_machine
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state_machine.enable = _enable_state_machine
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func _physics_process(delta: float) -> void:
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if !enable_state_machine:
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if !_enable_state_machine:
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return
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state_machine.physics_process(delta)
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@@ -31,11 +31,11 @@ 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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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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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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@@ -1,5 +1,7 @@
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extends State
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const PATROL_STATE_ID: StringName = &"patrol"
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@export var wait_time: float = 3.0
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var runtime_timer: Timer
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@@ -21,4 +23,4 @@ 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")
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transitioned.emit(self, PATROL_STATE_ID)
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@@ -1,10 +1,12 @@
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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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agent.navigate_to_random_point()
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func update(_delta) -> void:
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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")
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transitioned.emit(self, IDLE_STATE_ID)
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