feat(ai): 新增 IBossControl facet——Boss 阶段状态经 IAiContext 供图读取

非 Boss 敌人访问 IAiContext.Boss 显式抛 InvalidOperationException,
不返回空对象掩盖小怪图误挂 Boss 边的错误。BossResource 补 IsFull 供图条件边判定。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-30 12:15:54 +08:00
co-authored by Claude Opus 5
parent 5839b423ae
commit 3665504a58
13 changed files with 176 additions and 4 deletions
@@ -51,10 +51,12 @@ namespace BaseGames.Tests.EditMode.AI
public FakeCombat C = new FakeCombat();
public FakeVitals V = new FakeVitals();
public Blackboard BB = new Blackboard();
public FakeBossControl B = new FakeBossControl();
public ISensor Sensor => S;
public IEnemyLocomotion Locomotion => L;
public ICombatant Combat => C;
public IActorVitals Vitals => V;
public Blackboard Blackboard => BB;
public IBossControl Boss => B;
}
}
@@ -0,0 +1,35 @@
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public sealed class FakeBossControl : IBossControl
{
public int Phase;
public bool Transitioning;
public bool Full;
// 记录最近一次过渡请求,供断言"图确实发起了过渡"
public int LastTargetPhase = -1;
public float LastDuration = -1f;
public int BeginCallCount;
// 锚点:测试按下标直给坐标;距离由测试直接设定
public UnityEngine.Vector2[] Anchors = new UnityEngine.Vector2[0];
public float DistanceToAnchorValue;
public int CurrentPhase => Phase;
public bool IsPhaseTransitioning => Transitioning;
public bool ResourceFull => Full;
public void BeginPhaseTransition(int targetPhase, float invincibleDuration)
{
LastTargetPhase = targetPhase;
LastDuration = invincibleDuration;
BeginCallCount++;
Transitioning = true; // 由测试手工置回 false 模拟过渡结束
}
public UnityEngine.Vector2 AnchorAt(int index) => Anchors[index];
public float DistanceToAnchor(int index) => DistanceToAnchorValue;
}
}
@@ -0,0 +1,11 @@
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@@ -14,11 +14,13 @@ namespace BaseGames.Tests.EditMode.AI
public FakeCombat C = new FakeCombat();
public FakeVitals V = new FakeVitals();
public Blackboard BB = new Blackboard();
public FakeBossControl B = new FakeBossControl();
public ISensor Sensor => S;
public IEnemyLocomotion Locomotion => L;
public ICombatant Combat => C;
public IActorVitals Vitals => V;
public Blackboard Blackboard => BB;
public IBossControl Boss => B;
public bool HasAlertState => true;
}
@@ -14,6 +14,7 @@ namespace BaseGames.Tests.EditMode.AI
public FakeCombat C = new FakeCombat();
public FakeVitals V = new FakeVitals();
public Blackboard BB = new Blackboard();
public FakeBossControl B = new FakeBossControl();
public bool HasAlert = true;
public ISensor Sensor => S;
@@ -21,6 +22,7 @@ namespace BaseGames.Tests.EditMode.AI
public ICombatant Combat => C;
public IActorVitals Vitals => V;
public Blackboard Blackboard => BB;
public IBossControl Boss => B;
public bool HasAlertState => HasAlert;
}
@@ -0,0 +1,46 @@
using System;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.Enemies
{
public class EnemyBrainContextBossFacetTests
{
// EnemyBase.Awake 会对缺失的碰撞体/引用报错,这些与本测试无关。
[SetUp] public void SetUp() => LogAssert.ignoreFailingMessages = true;
[TearDown] public void TearDown() => LogAssert.ignoreFailingMessages = false;
static T MakeEnemy<T>(string name) where T : EnemyBase
{
var go = new GameObject(name);
return go.AddComponent<T>();
}
[Test]
public void NonBoss_AccessingBossFacet_Throws()
{
var enemy = MakeEnemy<EnemyBase>("plain-enemy");
var ctx = new EnemyBrainContext(enemy);
Assert.Throws<InvalidOperationException>(() => { var _ = ctx.Boss; });
UnityEngine.Object.DestroyImmediate(enemy.gameObject);
}
[Test]
public void Boss_AccessingBossFacet_ReturnsTheBoss()
{
var boss = MakeEnemy<BossBase>("boss");
var ctx = new EnemyBrainContext(boss);
Assert.AreSame(boss, ctx.Boss);
Assert.AreEqual(0, ctx.Boss.CurrentPhase);
Assert.IsFalse(ctx.Boss.IsPhaseTransitioning);
Assert.IsFalse(ctx.Boss.ResourceFull); // 未挂 BossResource
UnityEngine.Object.DestroyImmediate(boss.gameObject);
}
}
}
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+6
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@@ -11,5 +11,11 @@ namespace BaseGames.AI
ICombatant Combat { get; }
IActorVitals Vitals { get; }
Blackboard Blackboard { get; }
/// <summary>
/// Boss 专属决策面。**非 Boss 敌人访问本属性会抛 InvalidOperationException**——
/// 小怪图误用 Boss 边必须立刻暴露,不返回空对象把问题盖住。
/// </summary>
IBossControl Boss { get; }
}
}
+25
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@@ -0,0 +1,25 @@
namespace BaseGames.AI
{
/// <summary>
/// Boss 专属决策面。挂在 <see cref="IAiContext"/> 上供 Boss 图读取阶段状态、发起阶段过渡、
/// 查询竞技场锚点。只暴露"决策需要知道的",过渡演出与无敌帧由实现方(BossBase)负责。
/// 非 Boss 敌人访问 <see cref="IAiContext.Boss"/> 会抛异常——这是有意的显式失败。
/// </summary>
public interface IBossControl
{
/// <summary>当前阶段索引(出生为 0)。</summary>
int CurrentPhase { get; }
/// <summary>是否处于阶段过渡(无敌 + 过渡演出)期间。</summary>
bool IsPhaseTransitioning { get; }
/// <summary>Boss 资源是否已满(无资源组件时恒为 false)。</summary>
bool ResourceFull { get; }
/// <summary>发起阶段过渡:无敌 invincibleDuration 秒后切入 targetPhase。</summary>
void BeginPhaseTransition(int targetPhase, float invincibleDuration);
// 竞技场锚点两成员(AnchorAt / DistanceToAnchor)在 Task 10 与
// BossArenaAnchors 组件一并加入——此刻加会让 Task 2–8 期间 BossBase 编译不过。
}
}
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@@ -1,3 +1,4 @@
using System;
using UnityEngine;
using BaseGames.AI;
@@ -10,11 +11,16 @@ namespace BaseGames.Enemies
public sealed class EnemyBrainContext : IAiContext, ISensor, ICombatant, IActorVitals, IEnemyActor
{
readonly EnemyBase _enemy;
readonly BossBase _boss;
readonly Blackboard _blackboard = new Blackboard();
Vector2 _lastKnown;
float _lostTimer;
public EnemyBrainContext(EnemyBase enemy) { _enemy = enemy; }
public EnemyBrainContext(EnemyBase enemy)
{
_enemy = enemy;
_boss = enemy as BossBase; // 非 Boss 为 nullBoss facet 访问时显式抛
}
// ---- IAiContext ----
public ISensor Sensor => this;
@@ -23,6 +29,14 @@ namespace BaseGames.Enemies
public IActorVitals Vitals => this;
public Blackboard Blackboard => _blackboard;
/// <summary>
/// Boss 专属决策面。非 Boss 敌人访问即抛——小怪图误挂了 Boss 边必须立刻暴露,
/// 不返回空对象让错误静默通过(CLAUDE.md 第 6 条)。
/// </summary>
public IBossControl Boss => _boss ?? throw new InvalidOperationException(
$"[EnemyBrainContext] '{_enemy.name}' 不是 Boss(未挂 BossBase 或其子类)," +
"但它的 AI 图访问了 IAiContext.Boss。请检查该敌人是否误用了 Boss 专属的图或图片段。");
/// <summary>每帧由 EnemyAiBrain 在 Tick 之前调用,维护最后已知位置与丢失计时(供需要的敌人用)。</summary>
public void Refresh(float dt)
{
@@ -12,7 +12,7 @@ namespace BaseGames.Enemies
/// Boss 敌人基类。扩展 <see cref="EnemyBase"/> 以支持多阶段切换、技能执行与战斗结束广播。
/// 具体 Boss 继承此类并重写 <see cref="EnterPhase"/>。
/// </summary>
public class BossBase : EnemyBase
public class BossBase : EnemyBase, BaseGames.AI.IBossControl
{
[Header("Boss 配置")]
[SerializeField] private string _bossId;
@@ -31,12 +31,15 @@ namespace BaseGames.Enemies
public string BossId => _bossId;
/// <summary>当前是否有 Boss 技能正在执行BD_UseBossSkill 轮询此值)。</summary>
/// <summary>当前是否有 Boss 技能正在执行。</summary>
public bool IsBossSkillExecuting => _skillExecutor != null && _skillExecutor.IsExecuting;
protected int _currentPhase = 0;
/// <summary>当前 Boss 阶段索引BD Task 可直接查询)。</summary>
/// <summary>当前 Boss 阶段索引。IBossControl 实现。</summary>
public int CurrentPhase => _currentPhase;
/// <summary>Boss 资源是否已满(未挂资源组件时恒为 false)。IBossControl 实现。</summary>
public bool ResourceFull => _bossResource != null && _bossResource.IsFull;
private Coroutine _counterStaggerCoroutine;
// 缓存加权候选与其有效权重(两者等长、下标对应),避免 UseBossSkillWeighted() 每次 new List → GC 分配
@@ -26,6 +26,10 @@ namespace BaseGames.Boss
public float NormalizedValue => _config != null && _config.maxValue > 0f
? _currentValue / _config.maxValue : 0f;
/// <summary>资源是否已达上限(供 AI 图条件边判定"可放大招")。</summary>
public bool IsFull => _config != null && _config.maxValue > 0f
&& _currentValue >= _config.maxValue;
private void Awake()
{
if (_boss == null) _boss = GetComponentInParent<BossBase>();