feat(enemy): 嘲风 AI 图(BrainGraph 定制路径)

Wait →(Engaged) Intro → Ground⇄GroundAttack →(hp<50%) PhaseTx → Air⇄AirAttack。
Boss 不脱战(rest 指回自身)、阶段单向推进、起手就打完。
死亡不在图上:全局 Died 边进 Death 终态,演出归物理层。
8 条 EditMode 断言覆盖状态序列、过渡只发起一次、过渡结束必须转出、
脱离感知区不脱战、血量回升不回退阶段。
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2026-07-30 14:51:08 +08:00
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using NUnit.Framework;
using BaseGames.AI;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.AI
{
/// <summary>
/// 嘲风定制图的状态序列断言。
///
/// 注意 <see cref="AiRuntime.Send"/> 只入队信号,事件转换在下一次 Tick 的第一步出队处理,
/// 因此每个 Send 之后都必须跟一次 Tick 才会真正换态(不是"发了就到")。
/// </summary>
public class ChaoFengAiTests
{
static AiRuntime Run(FakeAiContext ctx)
=> new AiRuntime(new ChaoFengAi().GetOrBuildGraph(), ctx);
static FakeAiContext Ctx()
{
var c = new FakeAiContext();
c.S.Chase = true; // 竞技场内玩家恒在追逐区
c.S.Vision = true;
return c;
}
/// <summary>推进到地面阶段:开战 → 入场演出播完 → 地面逼近态。</summary>
static AiRuntime RunToGround(FakeAiContext ctx)
{
var rt = Run(ctx);
rt.Send(AiSignal.Engaged);
rt.Tick(0.1f); // 事件出队 → Intro
ctx.C.Running = null; // 入场演出播完
rt.Tick(0.1f); // introDone → Ground
return rt;
}
/// <summary>再推进到空中阶段:血量过半 → 阶段过渡 → 过渡结束。</summary>
static void AdvanceToAirPhase(FakeAiContext ctx, AiRuntime rt)
{
ctx.V.Hp = 0.4f;
rt.Tick(0.1f); // hp<50% → PhaseTx
ctx.B.Transitioning = false; // 过渡结束
rt.Tick(0.1f); // txDone → Air
}
[Test]
public void StartsInWait_UntilEngaged()
{
var ctx = Ctx();
var rt = Run(ctx);
Assert.AreEqual(ChaoFengAi.Wait, rt.CurrentStateName);
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.Wait, rt.CurrentStateName, "未开战前不应自行进入战斗");
}
[Test]
public void Engaged_EntersIntro_ThenGround()
{
var ctx = Ctx();
var rt = Run(ctx);
rt.Send(AiSignal.Engaged);
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.Intro, rt.CurrentStateName);
CollectionAssert.Contains(ctx.C.Used, ChaoFengAi.IntroAbility);
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.Intro, rt.CurrentStateName, "入场演出未播完不应进战");
ctx.C.Running = null; // 入场演出播完
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.Ground, rt.CurrentStateName);
}
[Test]
public void Ground_ApproachAttackLoop()
{
var ctx = Ctx();
var rt = RunToGround(ctx);
Assert.AreEqual(ChaoFengAi.Ground, rt.CurrentStateName);
ctx.C.Eligible = true;
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.GroundAttack, rt.CurrentStateName);
CollectionAssert.Contains(ctx.C.Used, "best");
ctx.C.Running = null; // 招式打完
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.Ground, rt.CurrentStateName);
}
[Test]
public void Ground_DoesNotDisengage_WhenPlayerLeavesAllZones()
{
// Boss 不脱战:逼近态的 rest 指回自身,脱离感知区也留在地面阶段。
var ctx = Ctx();
var rt = RunToGround(ctx);
ctx.S.Chase = false; ctx.S.Vision = false;
for (int i = 0; i < 5; i++) rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.Ground, rt.CurrentStateName, "Boss 不应脱战");
}
[Test]
public void HpBelowHalf_TransitionsToAirPhase()
{
var ctx = Ctx();
var rt = RunToGround(ctx);
ctx.V.Hp = 0.4f;
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.PhaseTx, rt.CurrentStateName);
Assert.AreEqual(1, ctx.B.BeginCallCount, "阶段过渡只应发起一次");
Assert.AreEqual(1, ctx.B.LastTargetPhase);
Assert.Greater(ctx.B.LastDuration, 0f, "过渡期必须有正的无敌时长");
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.PhaseTx, rt.CurrentStateName, "过渡期间不得提前转出");
Assert.AreEqual(1, ctx.B.BeginCallCount, "过渡期间不得重复发起");
ctx.B.Transitioning = false; // 过渡结束
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName,
"过渡结束必须有出边转出——过渡态无出边会把 Boss 永久锁死且零报错");
}
[Test]
public void Air_HoverAttackLoop()
{
var ctx = Ctx();
var rt = RunToGround(ctx);
AdvanceToAirPhase(ctx, rt);
Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName);
ctx.C.Eligible = true;
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.AirAttack, rt.CurrentStateName);
CollectionAssert.Contains(ctx.C.Used, "best");
ctx.C.Running = null;
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName);
}
[Test]
public void Died_GoesToDeathFromAnyState()
{
var ctx = Ctx();
var rt = RunToGround(ctx);
rt.Send(AiSignal.Died);
rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.Death, rt.CurrentStateName);
}
[Test]
public void AirPhase_DoesNotFallBackToGround()
{
// 阶段单向推进:进了空中阶段就不再回地面阶段(招池已换)
var ctx = Ctx();
var rt = RunToGround(ctx);
AdvanceToAirPhase(ctx, rt);
ctx.V.Hp = 0.9f; // 即使血量回升
for (int i = 0; i < 5; i++) rt.Tick(0.1f);
Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName);
Assert.AreEqual(1, ctx.B.BeginCallCount, "不应再次发起阶段过渡");
}
}
}
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using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// 嘲风的 AI 图(定制路径:Boss 数量少、彼此差异大,手写图而非配方)。
///
/// 阶段 0(地面):逼近 ↔ 选招。地面招由 BossPhaseAbilityGate 在阶段 0 放行。
/// 阶段 1(空中):悬停 ↔ 选招。空中招由阶段门在阶段 1 放行,地面招被禁用。
///
/// 招式的射程 / 冷却 / 权重全归各能力自己的 EnemyAbilitySO;本图只决定
/// 「什么时候该逼近、什么时候该出手、什么时候该换阶段」。
/// 死亡不在本图:EnemyBase 的死亡流程发 Died 事件,全局边把决策停在 Death 终态。
///
/// 三条刻意的形状,改图时别顺手抹掉:
/// 1. Boss 不脱战——逼近态的 rest 指回自身,脱离感知区也不回静置态。
/// 2. 阶段单向推进——空中阶段没有回地面阶段的边,血量回升也不退阶段(招池已换)。
/// 3. 起手就打完——攻击态不挂脱战边,前摇中玩家跑开仍完整打完。
/// </summary>
[AiDefinition("ChaoFeng")]
public sealed class ChaoFengAi : AiScript
{
public const string Wait = "Wait";
public const string Intro = "Intro";
public const string Ground = "Ground";
public const string GroundAttack = "GroundAttack";
public const string PhaseTx = "PhaseTransition";
public const string Air = "Air";
public const string AirAttack = "AirAttack";
public const string Death = "Death";
/// <summary>入场演出能力 id(对应入场能力资产的 abilityId)。</summary>
public const string IntroAbility = "chaofeng_intro";
/// <summary>空中阶段的血量阈值。</summary>
private const float AirPhaseHpRatio = 0.5f;
/// <summary>阶段过渡的目标阶段索引。</summary>
private const int AirPhaseIndex = 1;
/// <summary>阶段过渡无敌时长,须 ≥ 浮空上升时长 + 缓冲。</summary>
private const float PhaseTxInvincible = 2f;
protected override void Build(BrainBuilder b)
{
b.Entry(Wait);
// 竞技场触发前静置:不巡逻、不警觉(Boss 不搜敌,等玩家进场)
AiStateFragments.Locomotion(b, Wait, LocomotionMode.Idle)
.To(Intro).OnEvent(AiSignal.Engaged);
// 入场演出:一次性能力,播完进战
AiStateFragments.AbilityOnce(b, Intro, IntroAbility)
.To(Ground).When(x => !x.Combat.IsAbilityRunning(IntroAbility), "introDone");
// 阶段 0(地面):逼近 ↔ 选招。rest 指回自身——Boss 不脱战。
BossFragments.ApproachAttack(b, Ground, GroundAttack, rest: Ground)
.To(PhaseTx).When(x => x.Vitals.HpBelow(AirPhaseHpRatio), "hp<50%");
// 阶段过渡:无敌 + 浮空演出由 Boss 侧的阶段过渡回调承担。
// PhaseTransition 片段刻意不带出边——这条 txDone 边就是它的出口,删了会把 Boss 永久锁死。
BossFragments.PhaseTransition(b, PhaseTx, AirPhaseIndex, PhaseTxInvincible)
.To(Air).When(x => !x.Boss.IsPhaseTransitioning, "txDone");
// 阶段 1(空中):悬停朝向玩家 ↔ 选招。刻意不挂回地面阶段的边(阶段单向推进)。
AiStateFragments.Locomotion(b, Air, LocomotionMode.Face)
.To(AirAttack).When(x => x.Combat.HasEligibleAttack(), "attackInRange");
// 与地面攻击态同语义:起手就打完,不挂脱战边
b.DeclareState(AirAttack)
.OnEnter(x => { x.Locomotion.Stop(); x.Combat.UseBestAttack(); })
.OnExit (x => x.Combat.InterruptAbilities())
.To(Air).When(x => !x.Combat.IsAbilityRunning(), "attackDone");
// 死亡终态:演出走物理层的击败序列,图上只需停止决策
AiStateFragments.Terminal(b, Death);
b.Global().To(Death).OnEvent(AiSignal.Died);
}
}
}
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