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:
@@ -8,6 +8,7 @@ namespace BaseGames.Tests.EditMode.AI
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{
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{
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public bool Sees; public float LostForValue; public Vector2 Last;
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public bool Sees; public float LostForValue; public Vector2 Last;
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public bool SeesPlayer() => Sees;
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public bool SeesPlayer() => Sees;
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public bool DetectsPlayer() => Sees; // 测试里等同可见
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public bool InRange(float range) => Sees; // 简化:可见即在范围
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public bool InRange(float range) => Sees; // 简化:可见即在范围
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public bool LostFor(float seconds) => LostForValue >= seconds;
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public bool LostFor(float seconds) => LostForValue >= seconds;
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public Vector2 LastKnown => Last;
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public Vector2 LastKnown => Last;
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@@ -21,6 +22,8 @@ namespace BaseGames.Tests.EditMode.AI
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public void Stop() => Calls.Add("Stop");
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public void Stop() => Calls.Add("Stop");
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public void WalkRandom() => Calls.Add("WalkRandom");
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public void WalkRandom() => Calls.Add("WalkRandom");
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public void LookAround() => Calls.Add("LookAround");
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public void LookAround() => Calls.Add("LookAround");
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public void UseChaseSpeed() => Calls.Add("UseChaseSpeed");
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public void UsePatrolSpeed() => Calls.Add("UsePatrolSpeed");
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}
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}
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public sealed class FakeCombat : ICombatant
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public sealed class FakeCombat : ICombatant
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@@ -10,5 +10,7 @@ namespace BaseGames.AI
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void Stop();
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void Stop();
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void WalkRandom();
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void WalkRandom();
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void LookAround();
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void LookAround();
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void UseChaseSpeed(); // 切到追击速度(适配器内部读配置的 RunSpeed)
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void UsePatrolSpeed(); // 切到巡逻速度(适配器内部读配置的 WalkSpeed)
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}
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}
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}
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}
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@@ -5,9 +5,10 @@ namespace BaseGames.AI
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/// <summary>感知能力接口(第 3 阶段由 SensorAdapter 适配感知系统)。</summary>
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/// <summary>感知能力接口(第 3 阶段由 SensorAdapter 适配感知系统)。</summary>
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public interface ISensor
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public interface ISensor
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{
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{
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bool SeesPlayer();
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bool SeesPlayer(); // 视线可见(LOS/Sight 槽位)
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bool DetectsPlayer(); // 感知到玩家(视线 OR 近身触发圆,任一即真)
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bool InRange(float range); // 内部用平方距离比较
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bool InRange(float range); // 内部用平方距离比较
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bool LostFor(float seconds); // 丢失玩家已持续 seconds
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bool LostFor(float seconds); // 丢失玩家已持续 seconds(基于 DetectsPlayer)
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Vector2 LastKnown { get; }
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Vector2 LastKnown { get; }
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}
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}
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}
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}
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@@ -3,37 +3,52 @@ using BaseGames.AI;
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namespace BaseGames.Enemies
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namespace BaseGames.Enemies
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{
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{
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/// <summary>
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/// <summary>
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/// 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。
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/// 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",
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/// 数值目前用字面量常量;后续可外挂 SO 做热调。
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/// 追击移动与接触伤害由 e001_chase 能力(ContactChaseAbility)负责,AI 不自己实现。
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/// 依据 Docs/Game/Design/小怪设计-程序开发文档-01.md 的 E001 状态机:
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/// Idle_Disguise → Skill_Start → Skill_Loop → Skill_End → Move_Patrol,受击致死 → Death。
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/// </summary>
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/// </summary>
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[AiDefinition("E001")]
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[AiDefinition("E001")]
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public sealed class E001CaoZhiAi : AiScript
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public sealed class E001CaoZhiAi : AiScript
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{
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{
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const float LoseTimeout = 2.5f; // 丢失玩家判定
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// 阶段声明入口:AiPhase 属 Enemies 命名空间,经 IEnemyActor 暴露(EnemyBrainContext 实现)
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const float SearchTime = 3f; // 搜查后返回巡逻
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static IEnemyActor Actor(IAiContext c) => (IEnemyActor)c;
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protected override void Build(BrainBuilder b)
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protected override void Build(BrainBuilder b)
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{
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{
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b.Entry("Patrol");
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b.Entry("Idle_Disguise");
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// 死亡:全局事件,终止决策
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// 受到足够伤害 → 死亡(全局事件,最高优先)
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b.Global().To("Dead").OnEvent(AiSignal.Died);
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b.Global().To("Death").OnEvent(AiSignal.Died);
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b.State("Patrol")
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// 伪装待机:静止蜷缩;感知玩家(视线 OR 近身触发圆) → 进入技能
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b.State("Idle_Disguise")
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.OnEnter(c => { c.Mover.Stop(); Actor(c).SetPhase(AiPhase.Idle); })
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.To("Skill_Start").When(c => c.Sensor.DetectsPlayer(), "DetectsPlayer");
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// 张口:触发一次性 e001_alert(占位/警觉停顿),播完转入追击
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b.State("Skill_Start")
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.OnEnter(c => { Actor(c).SetPhase(AiPhase.Alert); c.Combat.UseAbility("e001_alert"); })
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.To("Skill_Loop").When(c => !c.Combat.IsAbilityRunning("e001_alert"), "alertDone");
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// 快速追击:切追击速度 + 声明 Chase 阶段 + 触发 e001_chase 能力。
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// 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。
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b.State("Skill_Loop")
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.OnEnter(c => { c.Mover.UseChaseSpeed(); Actor(c).SetPhase(AiPhase.Chase); c.Combat.UseAbility("e001_chase"); })
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.To("Skill_End").When(c => !c.Combat.IsAbilityRunning("e001_chase"), "chaseEnded");
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// 收牙:短暂过渡后回巡逻(收牙动画待美术补 clip)
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b.State("Skill_End")
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.To("Move_Patrol").After(0.1f);
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// 巡逻:低速爬行;感知玩家 → 再次进入技能
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b.State("Move_Patrol")
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.OnEnter(c => { c.Mover.UsePatrolSpeed(); Actor(c).SetPhase(AiPhase.Patrol); })
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.Tick(c => c.Mover.WalkRandom())
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.Tick(c => c.Mover.WalkRandom())
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.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
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.To("Skill_Start").When(c => c.Sensor.DetectsPlayer(), "DetectsPlayer");
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b.State("Chase")
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// 死亡:停下(Death 动画走物理状态机 EnemyStateType.Dead)
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.OnEnter(c => c.Mover.FacePlayer())
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b.State("Death")
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.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown)) // 冲向玩家,接触即由 BodyContactDamage 造成伤害
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.To("Search").When(c => c.Sensor.LostFor(LoseTimeout), "LostFor");
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b.State("Search")
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.OnEnter(c => c.Mover.LookAround())
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.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer")
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.To("Patrol").After(SearchTime);
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b.State("Dead")
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.OnEnter(c => c.Mover.Stop());
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.OnEnter(c => c.Mover.Stop());
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}
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}
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}
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}
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@@ -7,7 +7,7 @@ namespace BaseGames.Enemies
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/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
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/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
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/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
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/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
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/// </summary>
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/// </summary>
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public sealed class EnemyBrainContext : IAiContext, ISensor, IMover, ICombatant, IActorVitals
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public sealed class EnemyBrainContext : IAiContext, ISensor, IMover, ICombatant, IActorVitals, IEnemyActor
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{
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{
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readonly EnemyBase _enemy;
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readonly EnemyBase _enemy;
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readonly Blackboard _blackboard = new Blackboard();
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readonly Blackboard _blackboard = new Blackboard();
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@@ -26,7 +26,7 @@ namespace BaseGames.Enemies
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/// <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>
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/// <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>
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public void Refresh(float dt)
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public void Refresh(float dt)
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{
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{
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if (_enemy.IsPlayerVisible() && _enemy.PlayerTransform != null)
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if (DetectsPlayer() && _enemy.PlayerTransform != null)
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{
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{
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_lastKnown = _enemy.PlayerTransform.position;
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_lastKnown = _enemy.PlayerTransform.position;
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_lostTimer = 0f;
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_lostTimer = 0f;
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@@ -47,8 +47,15 @@ namespace BaseGames.Enemies
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// ---- ISensor ----
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// ---- ISensor ----
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public bool SeesPlayer() => _enemy.IsPlayerVisible();
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public bool SeesPlayer() => _enemy.IsPlayerVisible();
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/// <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>
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public bool DetectsPlayer()
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{
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if (_enemy.IsPlayerVisible()) return true;
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var hub = _enemy.SensorHub;
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return hub != null && hub.HasAnyDetection(Perception.SensorSlotNames.Aggro);
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}
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public bool InRange(float range) => _enemy.IsPlayerInRange(range);
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public bool InRange(float range) => _enemy.IsPlayerInRange(range);
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public bool LostFor(float seconds) => !_enemy.IsPlayerVisible() && _lostTimer >= seconds;
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public bool LostFor(float seconds) => !DetectsPlayer() && _lostTimer >= seconds;
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public Vector2 LastKnown => _lastKnown;
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public Vector2 LastKnown => _lastKnown;
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// ---- IMover ----
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// ---- IMover ----
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@@ -61,6 +68,8 @@ namespace BaseGames.Enemies
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if (nav != null && !nav.IsMoving) nav.WalkToRandom();
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if (nav != null && !nav.IsMoving) nav.WalkToRandom();
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}
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}
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public void LookAround() => _enemy.BeginLookAround();
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public void LookAround() => _enemy.BeginLookAround();
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public void UseChaseSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.RunSpeed : 0f);
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public void UsePatrolSpeed() => _enemy.Nav?.SetSpeed(_enemy.Stats != null ? _enemy.Stats.WalkSpeed : 0f);
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// ---- ICombatant ----
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// ---- ICombatant ----
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public bool UseAbility(string abilityId)
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public bool UseAbility(string abilityId)
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@@ -101,5 +110,8 @@ namespace BaseGames.Enemies
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}
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}
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}
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}
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public bool HpBelow(float ratio) => HpPercent < ratio;
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public bool HpBelow(float ratio) => HpPercent < ratio;
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// ---- IEnemyActor ----
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public void SetPhase(AiPhase phase) => _enemy.SetAiPhase(phase);
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}
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}
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}
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}
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@@ -0,0 +1,13 @@
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// 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
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/// 实现(播放阶段动画、供警戒/群体逻辑消费)。AiPhase 属 Enemies 命名空间,
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/// 故不放进通用 BaseGames.AI 接口;由 EnemyBrainContext 实现,Enemies 侧的 AiScript 使用。
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/// </summary>
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public interface IEnemyActor
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{
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/// <summary>声明当前 AI 行为阶段(EnemyBase 据此自动播放对应动画)。</summary>
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void SetPhase(AiPhase phase);
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: eebe2d7aae469d740a9b58294372e638
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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