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
+3 -2
View File
@@ -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; }
}
}