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
@@ -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)
{