refactor(ai): IAiContext.Mover→Locomotion,删除 IMover
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -11,12 +11,12 @@ namespace BaseGames.Tests.EditMode.AI
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b.Entry("Patrol");
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b.Global().To("Dead").OnEvent(AiSignal.Died);
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b.State("Patrol")
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.Tick(c => c.Mover.WalkRandom())
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.Tick(c => c.Locomotion.SetMode(LocomotionMode.Patrol))
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.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
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b.State("Chase")
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.OnEnter(c => c.Mover.FacePlayer())
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.OnExit(c => c.Mover.Stop())
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.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))
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.OnEnter(c => c.Locomotion.Face(c.Sensor.LastKnown))
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.OnExit(c => c.Locomotion.Stop())
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.Tick(c => c.Locomotion.MoveTo(c.Sensor.LastKnown))
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.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
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b.State("Search")
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.To("Patrol").After(3f);
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@@ -37,7 +37,7 @@ namespace BaseGames.Tests.EditMode.AI
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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rt.Tick(0.1f);
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CollectionAssert.Contains(ctx.M.Calls, "WalkRandom");
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CollectionAssert.Contains(ctx.L.Calls, "SetMode:Patrol");
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}
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[Test]
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@@ -48,7 +48,7 @@ namespace BaseGames.Tests.EditMode.AI
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ctx.S.Sees = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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CollectionAssert.Contains(ctx.M.Calls, "FacePlayer"); // Chase.OnEnter
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CollectionAssert.Contains(ctx.L.Calls, "Face"); // Chase.OnEnter
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}
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[Test]
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@@ -61,7 +61,7 @@ namespace BaseGames.Tests.EditMode.AI
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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName); // 未转换
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Assert.IsTrue(rt.IsSuspended);
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CollectionAssert.DoesNotContain(ctx.M.Calls, "WalkRandom"); // Tick 也不跑
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CollectionAssert.DoesNotContain(ctx.L.Calls, "SetMode:Patrol"); // Tick 也不跑
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}
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[Test]
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@@ -98,7 +98,7 @@ namespace BaseGames.Tests.EditMode.AI
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true; rt.Tick(0.1f); // Patrol -> Chase
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ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f);// Chase -> Search (触发 Chase.OnExit)
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CollectionAssert.Contains(ctx.M.Calls, "Stop");
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CollectionAssert.Contains(ctx.L.Calls, "Stop");
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}
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[Test]
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@@ -106,10 +106,10 @@ namespace BaseGames.Tests.EditMode.AI
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{
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var b = new BrainBuilder();
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b.Entry("Start");
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b.State("Start").OnEnter(c => c.Mover.LookAround());
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b.State("Start").OnEnter(c => c.Locomotion.SetMode(LocomotionMode.Idle));
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.Build(), ctx);
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CollectionAssert.Contains(ctx.M.Calls, "LookAround");
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CollectionAssert.Contains(ctx.L.Calls, "SetMode:Idle");
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}
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[Test]
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@@ -16,18 +16,6 @@ namespace BaseGames.Tests.EditMode.AI
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public Vector2 LastKnown => Last;
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}
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public sealed class FakeMover : IMover
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{
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public List<string> Calls = new List<string>();
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public void MoveTo(Vector2 t) => Calls.Add("MoveTo");
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public void FacePlayer() => Calls.Add("FacePlayer");
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public void Stop() => Calls.Add("Stop");
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public void WalkRandom() => Calls.Add("WalkRandom");
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public void LookAround() => Calls.Add("LookAround");
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public void UseChaseSpeed() => Calls.Add("UseChaseSpeed");
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public void UsePatrolSpeed() => Calls.Add("UsePatrolSpeed");
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}
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public sealed class FakeCombat : ICombatant
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{
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public string Running; public List<string> Used = new List<string>();
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@@ -50,12 +38,12 @@ namespace BaseGames.Tests.EditMode.AI
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public sealed class FakeAiContext : IAiContext
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{
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public FakeSensor S = new FakeSensor();
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public FakeMover M = new FakeMover();
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public FakeLocomotion L = new FakeLocomotion();
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public FakeCombat C = new FakeCombat();
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public FakeVitals V = new FakeVitals();
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public Blackboard BB = new Blackboard();
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public ISensor Sensor => S;
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public IMover Mover => M;
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public IEnemyLocomotion Locomotion => L;
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public ICombatant Combat => C;
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public IActorVitals Vitals => V;
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public Blackboard Blackboard => BB;
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@@ -0,0 +1,18 @@
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.AI;
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namespace BaseGames.Tests.EditMode.AI
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{
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public sealed class FakeLocomotion : IEnemyLocomotion
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{
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public List<string> Calls = new List<string>();
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public LocomotionMode CurrentMode { get; private set; }
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public bool IsMoving { get; set; }
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public void SetMode(LocomotionMode mode) { CurrentMode = mode; Calls.Add("SetMode:" + mode); }
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public void Approach(Transform t) { CurrentMode = LocomotionMode.Approach; Calls.Add("Approach"); }
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public void MoveTo(Vector2 p) { Calls.Add("MoveTo"); }
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public void Face(Vector2 p) { CurrentMode = LocomotionMode.Face; Calls.Add("Face"); }
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public void Stop() { CurrentMode = LocomotionMode.Idle; Calls.Add("Stop"); }
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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serializedVersion: 2
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defaultReferences: []
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