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:
2026-07-10 12:14:53 +08:00
co-authored by Claude Opus 4.8
parent f143efe4a3
commit 1ab0521061
7 changed files with 34 additions and 57 deletions
+10 -10
View File
@@ -11,12 +11,12 @@ namespace BaseGames.Tests.EditMode.AI
b.Entry("Patrol");
b.Global().To("Dead").OnEvent(AiSignal.Died);
b.State("Patrol")
.Tick(c => c.Mover.WalkRandom())
.Tick(c => c.Locomotion.SetMode(LocomotionMode.Patrol))
.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
b.State("Chase")
.OnEnter(c => c.Mover.FacePlayer())
.OnExit(c => c.Mover.Stop())
.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))
.OnEnter(c => c.Locomotion.Face(c.Sensor.LastKnown))
.OnExit(c => c.Locomotion.Stop())
.Tick(c => c.Locomotion.MoveTo(c.Sensor.LastKnown))
.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
b.State("Search")
.To("Patrol").After(3f);
@@ -37,7 +37,7 @@ namespace BaseGames.Tests.EditMode.AI
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
rt.Tick(0.1f);
CollectionAssert.Contains(ctx.M.Calls, "WalkRandom");
CollectionAssert.Contains(ctx.L.Calls, "SetMode:Patrol");
}
[Test]
@@ -48,7 +48,7 @@ namespace BaseGames.Tests.EditMode.AI
ctx.S.Sees = true;
rt.Tick(0.1f);
Assert.AreEqual("Chase", rt.CurrentStateName);
CollectionAssert.Contains(ctx.M.Calls, "FacePlayer"); // Chase.OnEnter
CollectionAssert.Contains(ctx.L.Calls, "Face"); // Chase.OnEnter
}
[Test]
@@ -61,7 +61,7 @@ namespace BaseGames.Tests.EditMode.AI
rt.Tick(0.1f);
Assert.AreEqual("Patrol", rt.CurrentStateName); // 未转换
Assert.IsTrue(rt.IsSuspended);
CollectionAssert.DoesNotContain(ctx.M.Calls, "WalkRandom"); // Tick 也不跑
CollectionAssert.DoesNotContain(ctx.L.Calls, "SetMode:Patrol"); // Tick 也不跑
}
[Test]
@@ -98,7 +98,7 @@ namespace BaseGames.Tests.EditMode.AI
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true; rt.Tick(0.1f); // Patrol -> Chase
ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f);// Chase -> Search (触发 Chase.OnExit)
CollectionAssert.Contains(ctx.M.Calls, "Stop");
CollectionAssert.Contains(ctx.L.Calls, "Stop");
}
[Test]
@@ -106,10 +106,10 @@ namespace BaseGames.Tests.EditMode.AI
{
var b = new BrainBuilder();
b.Entry("Start");
b.State("Start").OnEnter(c => c.Mover.LookAround());
b.State("Start").OnEnter(c => c.Locomotion.SetMode(LocomotionMode.Idle));
var ctx = new FakeAiContext();
var rt = new AiRuntime(b.Build(), ctx);
CollectionAssert.Contains(ctx.M.Calls, "LookAround");
CollectionAssert.Contains(ctx.L.Calls, "SetMode:Idle");
}
[Test]
@@ -16,18 +16,6 @@ namespace BaseGames.Tests.EditMode.AI
public Vector2 LastKnown => Last;
}
public sealed class FakeMover : IMover
{
public List<string> Calls = new List<string>();
public void MoveTo(Vector2 t) => Calls.Add("MoveTo");
public void FacePlayer() => Calls.Add("FacePlayer");
public void Stop() => Calls.Add("Stop");
public void WalkRandom() => Calls.Add("WalkRandom");
public void LookAround() => Calls.Add("LookAround");
public void UseChaseSpeed() => Calls.Add("UseChaseSpeed");
public void UsePatrolSpeed() => Calls.Add("UsePatrolSpeed");
}
public sealed class FakeCombat : ICombatant
{
public string Running; public List<string> Used = new List<string>();
@@ -50,12 +38,12 @@ namespace BaseGames.Tests.EditMode.AI
public sealed class FakeAiContext : IAiContext
{
public FakeSensor S = new FakeSensor();
public FakeMover M = new FakeMover();
public FakeLocomotion L = new FakeLocomotion();
public FakeCombat C = new FakeCombat();
public FakeVitals V = new FakeVitals();
public Blackboard BB = new Blackboard();
public ISensor Sensor => S;
public IMover Mover => M;
public IEnemyLocomotion Locomotion => L;
public ICombatant Combat => C;
public IActorVitals Vitals => V;
public Blackboard Blackboard => BB;
@@ -0,0 +1,18 @@
using System.Collections.Generic;
using UnityEngine;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public sealed class FakeLocomotion : IEnemyLocomotion
{
public List<string> Calls = new List<string>();
public LocomotionMode CurrentMode { get; private set; }
public bool IsMoving { get; set; }
public void SetMode(LocomotionMode mode) { CurrentMode = mode; Calls.Add("SetMode:" + mode); }
public void Approach(Transform t) { CurrentMode = LocomotionMode.Approach; Calls.Add("Approach"); }
public void MoveTo(Vector2 p) { Calls.Add("MoveTo"); }
public void Face(Vector2 p) { CurrentMode = LocomotionMode.Face; Calls.Add("Face"); }
public void Stop() { CurrentMode = LocomotionMode.Idle; Calls.Add("Stop"); }
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: bfa62d8e02c8fa644b4c18929b82cbcb
guid: 9f61c34c953e8534fa53898c69cd4de0
MonoImporter:
externalObjects: {}
serializedVersion: 2
+1 -1
View File
@@ -7,7 +7,7 @@ namespace BaseGames.AI
public interface IAiContext
{
ISensor Sensor { get; }
IMover Mover { get; }
IEnemyLocomotion Locomotion { get; }
ICombatant Combat { get; }
IActorVitals Vitals { get; }
Blackboard Blackboard { get; }
-16
View File
@@ -1,16 +0,0 @@
using UnityEngine;
namespace BaseGames.AI
{
/// <summary>移动能力接口(第 3 阶段由 MoverAdapter 适配移动系统)。</summary>
public interface IMover
{
void MoveTo(Vector2 target);
void FacePlayer();
void Stop();
void WalkRandom();
void LookAround();
void UseChaseSpeed(); // 切到追击速度(适配器内部读配置的 RunSpeed)
void UsePatrolSpeed(); // 切到巡逻速度(适配器内部读配置的 WalkSpeed)
}
}
@@ -7,7 +7,7 @@ namespace BaseGames.Enemies
/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
/// </summary>
public sealed class EnemyBrainContext : IAiContext, ISensor, IMover, ICombatant, IActorVitals, IEnemyActor
public sealed class EnemyBrainContext : IAiContext, ISensor, ICombatant, IActorVitals, IEnemyActor
{
readonly EnemyBase _enemy;
readonly Blackboard _blackboard = new Blackboard();
@@ -18,7 +18,7 @@ namespace BaseGames.Enemies
// ---- IAiContext ----
public ISensor Sensor => this;
public IMover Mover => this;
public IEnemyLocomotion Locomotion => _enemy.Locomotion;
public ICombatant Combat => this;
public IActorVitals Vitals => this;
public Blackboard Blackboard => _blackboard;
@@ -53,19 +53,6 @@ namespace BaseGames.Enemies
public bool LostFor(float seconds) => !InVisionZone() && _lostTimer >= seconds;
public Vector2 LastKnown => _lastKnown;
// ---- IMover ----
public void MoveTo(Vector2 target) => _enemy.MoveTo(target);
public void FacePlayer() => _enemy.FacePlayer();
public void Stop() => _enemy.StopMovement();
public void WalkRandom()
{
var nav = _enemy.Nav;
if (nav != null && !nav.IsMoving) nav.WalkToRandom();
}
public void LookAround() => _enemy.BeginLookAround();
public void UseChaseSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
public void UsePatrolSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.WalkSpeed : 0f);
// ---- ICombatant ----
public bool UseAbility(string abilityId)
{