refactor(ai): E001 贯彻"AI只决策"——每状态=一能力(Model A)

AI 决策层(E001CaoZhiAi + PerceptionStateMachine)彻底移除所有 actuation:
不再有 Mover.Stop/FacePlayer/UseChaseSpeed/WalkRandom、也不再 SetPhase。
每个 AI 状态只声明触发哪个能力 id,行为(移动/朝向/停/速度/动画/伤害/
阶段声明)全部下沉到对应能力里。

- 新增 IdleAbility/PatrolAbility/AlertAbility:待机静止、巡逻游走、
  警觉朝向玩家,各自 SetAiPhase 驱动阶段动画。
- ContactChaseAbility 追击进入时自设 RunSpeed + Chase 阶段(原在 AI)。
- PerceptionStateMachine 改为 AddAbilityState:进入/每帧 EnsureAbility
  (被打断/受击后自动重触发)、离开 InterruptAbilities;转换规则不变。
- IEnemyActor/EnemyBrainContext 移除已无用的 SetPhase,保留 HasAlertState。
- 新增 SO:ABL_E001_Idle(e001_idle)、ABL_E001_Patrol(e001_patrol)。
- 脚手架 PlaceE001 与 ENM_CaoZhi 预制体同步为四能力结构;TestRoomA
  实例替换为规范预制体实例。

PlayMode 验证:Chase→ContactChaseAbility、脱离感知→Move_Patrol→
PatrolAbility,阶段由能力设置,无报错。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-10 10:05:14 +08:00
co-authored by Claude Opus 4.8
parent 490329e1dc
commit 2e2df2b5dd
18 changed files with 464 additions and 943 deletions
@@ -488,9 +488,14 @@ namespace BaseGames.Editor
BodyContactDamage bodyContact = GetOrAddComponent<BodyContactDamage>(contactT.gameObject);
bodyContact.enabled = false; // 伪装/待机期不伤人;由 e001_chase 能力在追击期开启
// Model A:每个 AI 状态 = 一个行为能力(AI 只决策触发哪个 id,行为在能力里实现)
Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
Transform alertT = GetOrCreateChild(abilitiesT, "PlayClipAbility_Alert");
PlayClipAbility alertAbility = GetOrAddComponent<PlayClipAbility>(alertT.gameObject);
Transform idleT = GetOrCreateChild(abilitiesT, "IdleAbility_Idle");
IdleAbility idleAbility = GetOrAddComponent<IdleAbility>(idleT.gameObject);
Transform patrolT = GetOrCreateChild(abilitiesT, "PatrolAbility_Patrol");
PatrolAbility patrolAbility = GetOrAddComponent<PatrolAbility>(patrolT.gameObject);
Transform alertT = GetOrCreateChild(abilitiesT, "AlertAbility_Alert");
AlertAbility alertAbility = GetOrAddComponent<AlertAbility>(alertT.gameObject);
Transform chaseT = GetOrCreateChild(abilitiesT, "ContactChaseAbility_Chase");
ContactChaseAbility chaseAbility = GetOrAddComponent<ContactChaseAbility>(chaseT.gameObject);
@@ -518,6 +523,8 @@ namespace BaseGames.Editor
new[] { "Platform", "OneWayPlatform", "MovingOneWayPlatform", "MidHeightOneWayPlatform" },
report);
AssignAsset(idleAbility, "_config", report, false, "ABL_E001_Idle");
AssignAsset(patrolAbility, "_config", report, false, "ABL_E001_Patrol");
AssignAsset(alertAbility, "_config", report, false, "ABL_E001_Alert");
AssignAsset(chaseAbility, "_config", report, false, "ABL_E001_Chase");
AssignReference(chaseAbility, "_contactDamage", bodyContact, report);