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>
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@@ -488,9 +488,14 @@ namespace BaseGames.Editor
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BodyContactDamage bodyContact = GetOrAddComponent<BodyContactDamage>(contactT.gameObject);
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bodyContact.enabled = false; // 伪装/待机期不伤人;由 e001_chase 能力在追击期开启
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// 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)
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Transform abilitiesT = GetOrCreateChild(go.transform, "Abilities");
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Transform alertT = GetOrCreateChild(abilitiesT, "PlayClipAbility_Alert");
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PlayClipAbility alertAbility = GetOrAddComponent<PlayClipAbility>(alertT.gameObject);
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Transform idleT = GetOrCreateChild(abilitiesT, "IdleAbility_Idle");
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IdleAbility idleAbility = GetOrAddComponent<IdleAbility>(idleT.gameObject);
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Transform patrolT = GetOrCreateChild(abilitiesT, "PatrolAbility_Patrol");
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PatrolAbility patrolAbility = GetOrAddComponent<PatrolAbility>(patrolT.gameObject);
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Transform alertT = GetOrCreateChild(abilitiesT, "AlertAbility_Alert");
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AlertAbility alertAbility = GetOrAddComponent<AlertAbility>(alertT.gameObject);
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Transform chaseT = GetOrCreateChild(abilitiesT, "ContactChaseAbility_Chase");
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ContactChaseAbility chaseAbility = GetOrAddComponent<ContactChaseAbility>(chaseT.gameObject);
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@@ -518,6 +523,8 @@ namespace BaseGames.Editor
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new[] { "Platform", "OneWayPlatform", "MovingOneWayPlatform", "MidHeightOneWayPlatform" },
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report);
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AssignAsset(idleAbility, "_config", report, false, "ABL_E001_Idle");
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AssignAsset(patrolAbility, "_config", report, false, "ABL_E001_Patrol");
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AssignAsset(alertAbility, "_config", report, false, "ABL_E001_Alert");
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AssignAsset(chaseAbility, "_config", report, false, "ABL_E001_Chase");
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AssignReference(chaseAbility, "_contactDamage", bodyContact, report);
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