refactor(ai): PerceptionStateMachine 状态改绑 locomotion 意图

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-10 12:17:49 +08:00
co-authored by Claude Opus 4.8
parent 1ab0521061
commit 0f0112eb91
2 changed files with 33 additions and 17 deletions
@@ -23,9 +23,9 @@ namespace BaseGames.Enemies
Entry = "Idle_Disguise", Entry = "Idle_Disguise",
Rest = "Move_Patrol", Rest = "Move_Patrol",
IdleAbilityId = "e001_idle", IdleMode = LocomotionMode.Idle,
PatrolAbilityId = "e001_patrol", PatrolMode = LocomotionMode.Patrol,
AlertAbilityId = "e001_alert", AlertMode = LocomotionMode.Face,
ChaseAbilityId = "e001_chase", ChaseAbilityId = "e001_chase",
// DeathAbilityId 留空:死亡演出走物理状态机(EnemyBase.PerformDeath) // DeathAbilityId 留空:死亡演出走物理状态机(EnemyBase.PerformDeath)
}); });
@@ -4,13 +4,13 @@ namespace BaseGames.Enemies
{ {
/// <summary> /// <summary>
/// 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》)。 /// 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" /// 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"
/// 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)。 /// 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: /// 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。 /// 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)。 /// 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。
/// </summary> /// </summary>
public static class PerceptionStateMachine public static class PerceptionStateMachine
{ {
@@ -23,10 +23,11 @@ namespace BaseGames.Enemies
public string Death = "Death"; public string Death = "Death";
public string Entry = "Idle"; // 初始态 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 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 // 待机/巡逻/警觉的移动意图(由 EnemyLocomotion 执行
public string IdleAbilityId; public LocomotionMode IdleMode = LocomotionMode.Idle;
public string PatrolAbilityId; public LocomotionMode PatrolMode = LocomotionMode.Patrol;
public string AlertAbilityId; 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 ChaseAbilityId;
public string DeathAbilityId; 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) 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) // 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.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert"); .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.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert"); .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 // 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)
AddAbilityState(b, c.Alert, c.AlertAbilityId) AddLocomotionState(b, c.Alert, c.AlertMode)
.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone") .To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision"); .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)。 // 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) AddAbilityState(b, c.Chase, c.ChaseAbilityId)
.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones"); .To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
@@ -59,8 +59,24 @@ namespace BaseGames.Enemies
} }
/// <summary> /// <summary>
/// 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)。
/// </summary> /// </summary>
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);
}
/// <summary>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。</summary>
static BrainBuilder.StateBuilder AddAbilityState(BrainBuilder b, string state, string abilityId) static BrainBuilder.StateBuilder AddAbilityState(BrainBuilder b, string state, string abilityId)
{ {
return b.State(state) return b.State(state)