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.Entry("Patrol");
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b.Global().To("Dead").OnEvent(AiSignal.Died);
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b.Global().To("Dead").OnEvent(AiSignal.Died);
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b.State("Patrol")
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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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.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
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b.State("Chase")
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b.State("Chase")
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.OnEnter(c => c.Mover.FacePlayer())
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.OnEnter(c => c.Locomotion.Face(c.Sensor.LastKnown))
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.OnExit(c => c.Mover.Stop())
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.OnExit(c => c.Locomotion.Stop())
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.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))
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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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.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
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b.State("Search")
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b.State("Search")
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.To("Patrol").After(3f);
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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 ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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var rt = new AiRuntime(Graph(), ctx);
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rt.Tick(0.1f);
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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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}
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[Test]
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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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ctx.S.Sees = true;
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rt.Tick(0.1f);
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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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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}
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[Test]
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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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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName); // 未转换
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Assert.AreEqual("Patrol", rt.CurrentStateName); // 未转换
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Assert.IsTrue(rt.IsSuspended);
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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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}
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[Test]
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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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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 = 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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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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}
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[Test]
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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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{
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var b = new BrainBuilder();
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var b = new BrainBuilder();
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b.Entry("Start");
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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 ctx = new FakeAiContext();
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var rt = new AiRuntime(b.Build(), ctx);
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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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}
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[Test]
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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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public Vector2 LastKnown => Last;
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}
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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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public sealed class FakeCombat : ICombatant
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{
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{
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public string Running; public List<string> Used = new List<string>();
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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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public sealed class FakeAiContext : IAiContext
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{
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{
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public FakeSensor S = new FakeSensor();
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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 FakeCombat C = new FakeCombat();
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public FakeVitals V = new FakeVitals();
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public FakeVitals V = new FakeVitals();
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public Blackboard BB = new Blackboard();
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public Blackboard BB = new Blackboard();
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public ISensor Sensor => S;
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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 ICombatant Combat => C;
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public IActorVitals Vitals => V;
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public IActorVitals Vitals => V;
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public Blackboard Blackboard => BB;
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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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+1
-1
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: bfa62d8e02c8fa644b4c18929b82cbcb
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guid: 9f61c34c953e8534fa53898c69cd4de0
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MonoImporter:
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MonoImporter:
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externalObjects: {}
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externalObjects: {}
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serializedVersion: 2
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serializedVersion: 2
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@@ -7,7 +7,7 @@ namespace BaseGames.AI
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public interface IAiContext
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public interface IAiContext
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{
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{
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ISensor Sensor { get; }
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ISensor Sensor { get; }
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IMover Mover { get; }
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IEnemyLocomotion Locomotion { get; }
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ICombatant Combat { get; }
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ICombatant Combat { get; }
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IActorVitals Vitals { get; }
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IActorVitals Vitals { get; }
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Blackboard Blackboard { get; }
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Blackboard Blackboard { get; }
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@@ -1,16 +0,0 @@
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using UnityEngine;
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namespace BaseGames.AI
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{
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/// <summary>移动能力接口(第 3 阶段由 MoverAdapter 适配移动系统)。</summary>
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public interface IMover
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{
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void MoveTo(Vector2 target);
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void FacePlayer();
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void Stop();
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void WalkRandom();
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void LookAround();
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void UseChaseSpeed(); // 切到追击速度(适配器内部读配置的 RunSpeed)
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void UsePatrolSpeed(); // 切到巡逻速度(适配器内部读配置的 WalkSpeed)
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}
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}
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@@ -7,7 +7,7 @@ namespace BaseGames.Enemies
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/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
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/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
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/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
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/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
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/// </summary>
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/// </summary>
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public sealed class EnemyBrainContext : IAiContext, ISensor, IMover, ICombatant, IActorVitals, IEnemyActor
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public sealed class EnemyBrainContext : IAiContext, ISensor, ICombatant, IActorVitals, IEnemyActor
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{
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{
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readonly EnemyBase _enemy;
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readonly EnemyBase _enemy;
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readonly Blackboard _blackboard = new Blackboard();
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readonly Blackboard _blackboard = new Blackboard();
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@@ -18,7 +18,7 @@ namespace BaseGames.Enemies
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// ---- IAiContext ----
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// ---- IAiContext ----
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public ISensor Sensor => this;
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public ISensor Sensor => this;
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public IMover Mover => this;
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public IEnemyLocomotion Locomotion => _enemy.Locomotion;
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public ICombatant Combat => this;
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public ICombatant Combat => this;
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public IActorVitals Vitals => this;
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public IActorVitals Vitals => this;
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public Blackboard Blackboard => _blackboard;
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public Blackboard Blackboard => _blackboard;
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@@ -53,19 +53,6 @@ namespace BaseGames.Enemies
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public bool LostFor(float seconds) => !InVisionZone() && _lostTimer >= seconds;
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public bool LostFor(float seconds) => !InVisionZone() && _lostTimer >= seconds;
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public Vector2 LastKnown => _lastKnown;
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public Vector2 LastKnown => _lastKnown;
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// ---- IMover ----
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public void MoveTo(Vector2 target) => _enemy.MoveTo(target);
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public void FacePlayer() => _enemy.FacePlayer();
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public void Stop() => _enemy.StopMovement();
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public void WalkRandom()
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{
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var nav = _enemy.Nav;
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if (nav != null && !nav.IsMoving) nav.WalkToRandom();
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}
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public void LookAround() => _enemy.BeginLookAround();
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public void UseChaseSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
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public void UsePatrolSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.WalkSpeed : 0f);
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// ---- ICombatant ----
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// ---- ICombatant ----
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public bool UseAbility(string abilityId)
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public bool UseAbility(string abilityId)
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{
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{
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