improve and update ai

This commit was merged in pull request #32.
This commit is contained in:
2026-06-21 09:24:05 +00:00
parent 5dd8f8092c
commit efb7a78cf1
82 changed files with 7342 additions and 2889 deletions

View File

@@ -4,6 +4,7 @@ class_name AIBase
@export_group("Settings")
@export var speed: float = 4.0
@export_flags_3d_navigation var navigation_layers: int = 1
var _enable_state_machine: bool = true
@export var enable_state_machine: bool:
set(value):
@@ -26,6 +27,8 @@ enum EntityType { HUMANOID, ANIMAL }
func _ready() -> void:
randomize()
if nav_agent:
nav_agent.navigation_layers = navigation_layers
toggle_enable_state_machine()
func toggle_enable_state_machine() -> void:
@@ -52,7 +55,7 @@ func _physics_process(delta: float) -> void:
var look_dir = Vector3(velocity.x, 0, velocity.z)
var target_transform = global_transform.looking_at(global_position - look_dir, Vector3.UP)
global_transform = global_transform.interpolate_with(target_transform, delta * 10.0)
move_and_slide()
func navigate_to_random_point() -> void:
@@ -67,4 +70,6 @@ func navigate_to_random_point() -> void:
if nav_agent.is_target_reachable():
return
nav_agent.target_position = global_position
# Fallback: if we can't find a reachable point (e.g. we drifted slightly off navmesh),
# try to navigate to the closest navmesh point to our CURRENT position to get unstuck.
nav_agent.target_position = NavigationServer3D.map_get_closest_point(nav_map_rid, global_position)