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:
@@ -10,5 +10,7 @@ namespace BaseGames.AI
|
||||
void Stop();
|
||||
void WalkRandom();
|
||||
void LookAround();
|
||||
void UseChaseSpeed(); // 切到追击速度(适配器内部读配置的 RunSpeed)
|
||||
void UsePatrolSpeed(); // 切到巡逻速度(适配器内部读配置的 WalkSpeed)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,9 +5,10 @@ namespace BaseGames.AI
|
||||
/// <summary>感知能力接口(第 3 阶段由 SensorAdapter 适配感知系统)。</summary>
|
||||
public interface ISensor
|
||||
{
|
||||
bool SeesPlayer();
|
||||
bool SeesPlayer(); // 视线可见(LOS/Sight 槽位)
|
||||
bool DetectsPlayer(); // 感知到玩家(视线 OR 近身触发圆,任一即真)
|
||||
bool InRange(float range); // 内部用平方距离比较
|
||||
bool LostFor(float seconds); // 丢失玩家已持续 seconds
|
||||
bool LostFor(float seconds); // 丢失玩家已持续 seconds(基于 DetectsPlayer)
|
||||
Vector2 LastKnown { get; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,37 +3,52 @@ using BaseGames.AI;
|
||||
namespace BaseGames.Enemies
|
||||
{
|
||||
/// <summary>
|
||||
/// E001(草蛭)的 AI 定义:巡逻 → 追击(接触即伤害,无需攻击能力)→ 搜查 → 巡逻。
|
||||
/// 数值目前用字面量常量;后续可外挂 SO 做热调。
|
||||
/// E001(草蛭)AI —— 纯决策层:只决定"进哪个状态 / 触发哪个能力 / 声明哪个阶段",
|
||||
/// 追击移动与接触伤害由 e001_chase 能力(ContactChaseAbility)负责,AI 不自己实现。
|
||||
/// 依据 Docs/Game/Design/小怪设计-程序开发文档-01.md 的 E001 状态机:
|
||||
/// Idle_Disguise → Skill_Start → Skill_Loop → Skill_End → Move_Patrol,受击致死 → Death。
|
||||
/// </summary>
|
||||
[AiDefinition("E001")]
|
||||
public sealed class E001CaoZhiAi : AiScript
|
||||
{
|
||||
const float LoseTimeout = 2.5f; // 丢失玩家判定
|
||||
const float SearchTime = 3f; // 搜查后返回巡逻
|
||||
// 阶段声明入口:AiPhase 属 Enemies 命名空间,经 IEnemyActor 暴露(EnemyBrainContext 实现)
|
||||
static IEnemyActor Actor(IAiContext c) => (IEnemyActor)c;
|
||||
|
||||
protected override void Build(BrainBuilder b)
|
||||
{
|
||||
b.Entry("Patrol");
|
||||
b.Entry("Idle_Disguise");
|
||||
|
||||
// 死亡:全局事件,终止决策
|
||||
b.Global().To("Dead").OnEvent(AiSignal.Died);
|
||||
// 受到足够伤害 → 死亡(全局事件,最高优先)
|
||||
b.Global().To("Death").OnEvent(AiSignal.Died);
|
||||
|
||||
b.State("Patrol")
|
||||
// 伪装待机:静止蜷缩;感知玩家(视线 OR 近身触发圆) → 进入技能
|
||||
b.State("Idle_Disguise")
|
||||
.OnEnter(c => { c.Mover.Stop(); Actor(c).SetPhase(AiPhase.Idle); })
|
||||
.To("Skill_Start").When(c => c.Sensor.DetectsPlayer(), "DetectsPlayer");
|
||||
|
||||
// 张口:触发一次性 e001_alert(占位/警觉停顿),播完转入追击
|
||||
b.State("Skill_Start")
|
||||
.OnEnter(c => { Actor(c).SetPhase(AiPhase.Alert); c.Combat.UseAbility("e001_alert"); })
|
||||
.To("Skill_Loop").When(c => !c.Combat.IsAbilityRunning("e001_alert"), "alertDone");
|
||||
|
||||
// 快速追击:切追击速度 + 声明 Chase 阶段 + 触发 e001_chase 能力。
|
||||
// 追击的 MoveTo / 接触伤害开关 / 丢失目标自结束,全部由能力负责,AI 只等它结束。
|
||||
b.State("Skill_Loop")
|
||||
.OnEnter(c => { c.Mover.UseChaseSpeed(); Actor(c).SetPhase(AiPhase.Chase); c.Combat.UseAbility("e001_chase"); })
|
||||
.To("Skill_End").When(c => !c.Combat.IsAbilityRunning("e001_chase"), "chaseEnded");
|
||||
|
||||
// 收牙:短暂过渡后回巡逻(收牙动画待美术补 clip)
|
||||
b.State("Skill_End")
|
||||
.To("Move_Patrol").After(0.1f);
|
||||
|
||||
// 巡逻:低速爬行;感知玩家 → 再次进入技能
|
||||
b.State("Move_Patrol")
|
||||
.OnEnter(c => { c.Mover.UsePatrolSpeed(); Actor(c).SetPhase(AiPhase.Patrol); })
|
||||
.Tick(c => c.Mover.WalkRandom())
|
||||
.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
|
||||
.To("Skill_Start").When(c => c.Sensor.DetectsPlayer(), "DetectsPlayer");
|
||||
|
||||
b.State("Chase")
|
||||
.OnEnter(c => c.Mover.FacePlayer())
|
||||
.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown)) // 冲向玩家,接触即由 BodyContactDamage 造成伤害
|
||||
.To("Search").When(c => c.Sensor.LostFor(LoseTimeout), "LostFor");
|
||||
|
||||
b.State("Search")
|
||||
.OnEnter(c => c.Mover.LookAround())
|
||||
.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer")
|
||||
.To("Patrol").After(SearchTime);
|
||||
|
||||
b.State("Dead")
|
||||
// 死亡:停下(Death 动画走物理状态机 EnemyStateType.Dead)
|
||||
b.State("Death")
|
||||
.OnEnter(c => c.Mover.Stop());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,7 +7,7 @@ namespace BaseGames.Enemies
|
||||
/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
|
||||
/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
|
||||
/// </summary>
|
||||
public sealed class EnemyBrainContext : IAiContext, ISensor, IMover, ICombatant, IActorVitals
|
||||
public sealed class EnemyBrainContext : IAiContext, ISensor, IMover, ICombatant, IActorVitals, IEnemyActor
|
||||
{
|
||||
readonly EnemyBase _enemy;
|
||||
readonly Blackboard _blackboard = new Blackboard();
|
||||
@@ -26,7 +26,7 @@ namespace BaseGames.Enemies
|
||||
/// <summary>每帧由 EnemyAiBrain 在 Tick 之前调用,维护最后已知位置与丢失计时。</summary>
|
||||
public void Refresh(float dt)
|
||||
{
|
||||
if (_enemy.IsPlayerVisible() && _enemy.PlayerTransform != null)
|
||||
if (DetectsPlayer() && _enemy.PlayerTransform != null)
|
||||
{
|
||||
_lastKnown = _enemy.PlayerTransform.position;
|
||||
_lostTimer = 0f;
|
||||
@@ -47,8 +47,15 @@ namespace BaseGames.Enemies
|
||||
|
||||
// ---- ISensor ----
|
||||
public bool SeesPlayer() => _enemy.IsPlayerVisible();
|
||||
/// <summary>视线 OR 近身 aggro 槽位,任一探到玩家即为真(对齐设计"视线 OR 碰撞触发圆")。</summary>
|
||||
public bool DetectsPlayer()
|
||||
{
|
||||
if (_enemy.IsPlayerVisible()) return true;
|
||||
var hub = _enemy.SensorHub;
|
||||
return hub != null && hub.HasAnyDetection(Perception.SensorSlotNames.Aggro);
|
||||
}
|
||||
public bool InRange(float range) => _enemy.IsPlayerInRange(range);
|
||||
public bool LostFor(float seconds) => !_enemy.IsPlayerVisible() && _lostTimer >= seconds;
|
||||
public bool LostFor(float seconds) => !DetectsPlayer() && _lostTimer >= seconds;
|
||||
public Vector2 LastKnown => _lastKnown;
|
||||
|
||||
// ---- IMover ----
|
||||
@@ -61,6 +68,8 @@ namespace BaseGames.Enemies
|
||||
if (nav != null && !nav.IsMoving) nav.WalkToRandom();
|
||||
}
|
||||
public void LookAround() => _enemy.BeginLookAround();
|
||||
public void UseChaseSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
|
||||
public void UsePatrolSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.WalkSpeed : 0f);
|
||||
|
||||
// ---- ICombatant ----
|
||||
public bool UseAbility(string abilityId)
|
||||
@@ -101,5 +110,8 @@ namespace BaseGames.Enemies
|
||||
}
|
||||
}
|
||||
public bool HpBelow(float ratio) => HpPercent < ratio;
|
||||
|
||||
// ---- IEnemyActor ----
|
||||
public void SetPhase(AiPhase phase) => _enemy.SetAiPhase(phase);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
namespace BaseGames.Enemies
|
||||
{
|
||||
/// <summary>
|
||||
/// 敌人侧的决策输出接口:AI 决策层用它"声明"当前行为阶段,由敌人模块(EnemyBase)负责
|
||||
/// 实现(播放阶段动画、供警戒/群体逻辑消费)。AiPhase 属 Enemies 命名空间,
|
||||
/// 故不放进通用 BaseGames.AI 接口;由 EnemyBrainContext 实现,Enemies 侧的 AiScript 使用。
|
||||
/// </summary>
|
||||
public interface IEnemyActor
|
||||
{
|
||||
/// <summary>声明当前 AI 行为阶段(EnemyBase 据此自动播放对应动画)。</summary>
|
||||
void SetPhase(AiPhase phase);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eebe2d7aae469d740a9b58294372e638
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user