From 0f0112eb91f02f21916b1ba947dca283d9b6df65 Mon Sep 17 00:00:00 2001 From: Joywayer Date: Fri, 10 Jul 2026 12:17:49 +0800 Subject: [PATCH] =?UTF-8?q?refactor(ai):=20PerceptionStateMachine=20?= =?UTF-8?q?=E7=8A=B6=E6=80=81=E6=94=B9=E7=BB=91=20locomotion=20=E6=84=8F?= =?UTF-8?q?=E5=9B=BE?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Opus 4.8 (1M context) --- .../Enemies/AIBrain/Ai/E001CaoZhiAi.cs | 6 +-- .../Enemies/AIBrain/PerceptionStateMachine.cs | 44 +++++++++++++------ 2 files changed, 33 insertions(+), 17 deletions(-) diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs index eaa284b9..cf157766 100644 --- a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs +++ b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs @@ -23,9 +23,9 @@ namespace BaseGames.Enemies Entry = "Idle_Disguise", Rest = "Move_Patrol", - IdleAbilityId = "e001_idle", - PatrolAbilityId = "e001_patrol", - AlertAbilityId = "e001_alert", + IdleMode = LocomotionMode.Idle, + PatrolMode = LocomotionMode.Patrol, + AlertMode = LocomotionMode.Face, ChaseAbilityId = "e001_chase", // DeathAbilityId 留空:死亡演出走物理状态机(EnemyBase.PerformDeath) }); diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs index 07bb42f5..5bcd4c06 100644 --- a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs +++ b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs @@ -4,13 +4,13 @@ namespace BaseGames.Enemies { /// /// 可复用的"待机/警觉/追击/巡逻"感知状态机(统一规则,见 spec《敌人感知↔状态》)。 - /// 纯决策:AI 只决定"进哪个状态 / 转换条件 / 每状态触发哪个能力"; - /// 每个状态的行为(移动/朝向/动画/伤害/阶段声明)全部封装在对应能力里(AI 不做任何 actuation)。 + /// 纯决策:AI 只决定"进哪个状态 / 转换条件 / 每状态的移动意图或攻击能力"; + /// 移动/朝向/动画/伤害的实现全部在 EnemyLocomotion 或攻击能力里(AI 不 actuate)。 /// 规则: /// 待机/巡逻: 在追逐区→追击(优先); 否则 有警觉且在视野→警觉; 否则保持。 - /// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉。 + /// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉(朝向玩家)。 /// 追击: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。 - /// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发;某状态无能力 id→该状态不触发能力。 + /// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发。 /// public static class PerceptionStateMachine { @@ -23,10 +23,11 @@ namespace BaseGames.Enemies public string Death = "Death"; public string Entry = "Idle"; // 初始态 public string Rest = "Patrol"; // R:降级(退出追击/警觉丢失)回到的静止态 - // 每状态对应的行为能力 id(AI 进入状态即触发、离开即中断) - public string IdleAbilityId; - public string PatrolAbilityId; - public string AlertAbilityId; + // 待机/巡逻/警觉的移动意图(由 EnemyLocomotion 执行) + public LocomotionMode IdleMode = LocomotionMode.Idle; + public LocomotionMode PatrolMode = LocomotionMode.Patrol; + public LocomotionMode AlertMode = LocomotionMode.Face; // 停 + 朝向玩家 + // 追击/死亡走能力(追击=接触伤害等战斗语义) public string ChaseAbilityId; public string DeathAbilityId; } @@ -37,20 +38,19 @@ namespace BaseGames.Enemies b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先) // 待机 / 巡逻:未发现态,升级转换相同(追逐优先、其次警觉) - AddAbilityState(b, c.Idle, c.IdleAbilityId) + AddLocomotionState(b, c.Idle, c.IdleMode) .To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone") .To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert"); - AddAbilityState(b, c.Patrol, c.PatrolAbilityId) + AddLocomotionState(b, c.Patrol, c.PatrolMode) .To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone") .To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert"); - // 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内保持 - AddAbilityState(b, c.Alert, c.AlertAbilityId) + // 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内保持(朝向玩家) + AddLocomotionState(b, c.Alert, c.AlertMode) .To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone") .To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision"); // 追击:脱离全部感知(追逐区 且 视野区都不在)→R(永不回警觉)。 - // 维持用"追逐区 OR 视野区"任一:视野(los)可能被墙挡漏检,仅靠视野会在近身追逐区内反复进出追击(抖动)。 AddAbilityState(b, c.Chase, c.ChaseAbilityId) .To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones"); @@ -59,8 +59,24 @@ namespace BaseGames.Enemies } /// - /// 一个"由能力驱动行为"的状态:进入即确保能力运行;每帧确保能力运行(被中断/受击后自动重触发);离开即中断。 + /// 一个"由 EnemyLocomotion 驱动"的状态:进入/每帧声明移动意图,离开时停。 + /// Face 模式每帧朝向最后已知玩家位置(Sensor.LastKnown 由 EnemyBrainContext.Refresh 维护)。 /// + static BrainBuilder.StateBuilder AddLocomotionState(BrainBuilder b, string state, LocomotionMode mode) + { + return b.State(state) + .OnEnter(x => ApplyLocomotion(x, mode)) + .Tick(x => ApplyLocomotion(x, mode)) + .OnExit(x => x.Locomotion.Stop()); + } + + static void ApplyLocomotion(IAiContext x, LocomotionMode mode) + { + if (mode == LocomotionMode.Face) x.Locomotion.Face(x.Sensor.LastKnown); + else x.Locomotion.SetMode(mode); + } + + /// 一个"由攻击能力驱动"的状态:进入/每帧确保能力运行(受击打断后重触发),离开中断。 static BrainBuilder.StateBuilder AddAbilityState(BrainBuilder b, string state, string abilityId) { return b.State(state)