refactor(ai): E001 AI 重写为纯决策层,符合设计并委托能力模块

依据小怪设计文档重构 E001 状态机 Idle_Disguise→Skill_Start→Skill_Loop→Skill_End→Move_Patrol:
追击移动/接触伤害全部委托 e001_chase(ContactChaseAbility),AI 不再裸 MoveTo。
新增 ISensor.DetectsPlayer(视线OR近身,对齐设计)、IMover.UseChase/PatrolSpeed、
IEnemyActor.SetPhase(AI 声明阶段、EnemyBase 播动画)。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-03 16:51:47 +08:00
co-authored by Claude Opus 4.8
parent decd5503fb
commit 4ce798ea6e
7 changed files with 82 additions and 25 deletions
@@ -8,6 +8,7 @@ namespace BaseGames.Tests.EditMode.AI
{
public bool Sees; public float LostForValue; public Vector2 Last;
public bool SeesPlayer() => Sees;
public bool DetectsPlayer() => Sees; // 测试里等同可见
public bool InRange(float range) => Sees; // 简化:可见即在范围
public bool LostFor(float seconds) => LostForValue >= seconds;
public Vector2 LastKnown => Last;
@@ -21,6 +22,8 @@ namespace BaseGames.Tests.EditMode.AI
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