add audio_manager and code refactoring
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48
core/ai/agents/base/ai_base.gd
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48
core/ai/agents/base/ai_base.gd
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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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set(value):
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enable_state_machine = value
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toggle_enable_state_machine()
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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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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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func _physics_process(delta: float) -> void:
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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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if nav_agent.is_navigation_finished():
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velocity = Vector3.ZERO
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move_and_slide()
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return
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var next_point = nav_agent.get_next_path_position()
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var direction = global_position.direction_to(next_point)
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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move_and_slide()
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func navigate_to_random_point() -> void:
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var nav_map_rid = get_world_3d().get_navigation_map()
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var patrol_radius = patrol_radius_shape.shape.radius
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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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