diff --git a/Docs/superpowers/plans/2026-07-03-braingraph-phase1-core-runtime.md b/Docs/superpowers/plans/2026-07-03-braingraph-phase1-core-runtime.md new file mode 100644 index 00000000..eebd874b --- /dev/null +++ b/Docs/superpowers/plans/2026-07-03-braingraph-phase1-core-runtime.md @@ -0,0 +1,1310 @@ +# BrainGraph 第 1 阶段:核心运行时 实现计划 + +> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. + +**Goal:** 实现 BrainGraph 决策框架的纯 C# 核心运行时(不可变状态图 + fluent builder + 每实例运行时 + 条件/事件转换 + IsControllable 让位门 + trace + 池复用重置),全部用 EditMode 单测覆盖,零 Unity 场景依赖。 + +**Architecture:** HFSM 骨干。声明层(`AiScript.Build`)用 `BrainBuilder` 构建成不可变共享 `AiGraph`(每敌人类型一份 flyweight);每个敌人实例持有一个轻量 `AiRuntime`,通过 `IAiContext`(暴露 `ISensor/IMover/ICombatant/IActorVitals/Blackboard` 的能力接口)驱动真实子系统。核心层只依赖 `BaseGames.Core` + `UnityEngine`(用 `Vector2` 等值类型),用假的能力接口即可完整单测。 + +**Tech Stack:** Unity 2022+, C#, Unity Test Framework (NUnit, EditMode), asmdef。 + +**Spec:** `Docs/superpowers/specs/2026-07-03-enemy-ai-framework-design.md`(本阶段覆盖其 §3.1/§3.2/§3.3 的条件+事件转换、§3.6 IsControllable 门、§3.8 池复用重置;§3.4 能力编排 sugar、§3.7 AiScheduler、§4 完整接口方法集、§6 交付面、§7 组件与适配器留待后续阶段)。 + +--- + +## 文件结构(本阶段新建) + +新程序集 `BaseGames.AI`,位于 `Assets/_Game/Scripts/AI/`: + +- `BaseGames.AI.asmdef` — 新程序集,仅引用 `BaseGames.Core`。 +- `AiSignal.cs` — 推送信号枚举。 +- `IAiContext.cs` — 上下文接口(聚合能力接口 + 黑板)。 +- `ISensor.cs` / `IMover.cs` / `ICombatant.cs` / `IActorVitals.cs` — 能力接口(本阶段只声明被测试消费的最小成员,完整成员集在第 3 阶段接适配器时按需补齐)。 +- `Blackboard.cs` — 具名、可枚举的 AI 临时值容器。 +- `Transition.cs` — 一条转换(条件型 / 事件型 + 可读标签 + 优先级)。 +- `AiState.cs` — 一个状态(OnEnter/Tick/OnExit + 出边转换列表)。 +- `AiGraph.cs` — 不可变状态图(状态字典 + 入口 + 全局/父层转换)。 +- `BrainBuilder.cs` — fluent builder,含 `StateBuilder` / `TransitionBuilder` / `GlobalBuilder`。 +- `AiScript.cs` — 抽象声明基类 + `AiDefinitionAttribute`。 +- `TransitionRecord.cs` — trace 记录(from/to/trigger)。 +- `AiRuntime.cs` — 每实例执行器(Tick、转换评估、门、事件队列、trace、Reset)。 + +测试(`Assets/Tests/EditMode/AI/`): +- `BlackboardTests.cs`、`BrainBuilderTests.cs`、`AiRuntimeTests.cs`、`Fakes/FakeAiContext.cs`。 +- 修改 `Assets/Tests/EditMode/BaseGames.Tests.EditMode.asmdef` 增加 `BaseGames.AI` 引用。 + +> 命名/注释不得出现任何参考游戏名(CLAUDE.md 第 4 条)。 + +--- + +## Task 1: 新建 `BaseGames.AI` 程序集与基础类型 + +**Files:** +- Create: `Assets/_Game/Scripts/AI/BaseGames.AI.asmdef` +- Create: `Assets/_Game/Scripts/AI/AiSignal.cs` +- Create: `Assets/_Game/Scripts/AI/Blackboard.cs` +- Create: `Assets/Tests/EditMode/AI/BlackboardTests.cs` +- Modify: `Assets/Tests/EditMode/BaseGames.Tests.EditMode.asmdef` + +- [ ] **Step 1: 创建程序集定义** + +`Assets/_Game/Scripts/AI/BaseGames.AI.asmdef`: + +```json +{ + "name": "BaseGames.AI", + "rootNamespace": "BaseGames.AI", + "references": [ + "BaseGames.Core" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} +``` + +- [ ] **Step 2: 创建 `AiSignal` 枚举** + +`Assets/_Game/Scripts/AI/AiSignal.cs`: + +```csharp +namespace BaseGames.AI +{ + /// 决策层的推送信号,用于事件驱动的状态转换(不靠轮询)。 + public enum AiSignal + { + Damaged, // 受到伤害 + Parried, // 被弹反 + Staggered, // 进入硬直 + KnockedUp, // 被击飞 + Died, // 死亡 + PlayerSpotted,// 首次侦测到玩家 + AbilityEnded, // 当前能力协程结束/被打断 + PhaseChanged // Boss 阶段变更 + } +} +``` + +- [ ] **Step 3: 在测试程序集里加 `BaseGames.AI` 引用** + +修改 `Assets/Tests/EditMode/BaseGames.Tests.EditMode.asmdef` 的 `references` 数组,加入一行 `"BaseGames.AI"`(放在 `"BaseGames.Core"` 之后): + +```json + "references": [ + "BaseGames.Combat.StatusEffects", + "BaseGames.Combat", + "BaseGames.Core", + "BaseGames.AI", + "BaseGames.Core.Events", + "BaseGames.Core.Save", + "BaseGames.EventChain", + "UnityEngine.TestRunner", + "UnityEditor.TestRunner" + ], +``` + +- [ ] **Step 4: 写失败测试 —— Blackboard 读写与枚举** + +`Assets/Tests/EditMode/AI/BlackboardTests.cs`: + +```csharp +using NUnit.Framework; +using UnityEngine; +using BaseGames.AI; + +namespace BaseGames.Tests.EditMode.AI +{ + public class BlackboardTests + { + [Test] + public void SetThenGet_ReturnsValue() + { + var bb = new Blackboard(); + bb.Set("lastKnown", new Vector2(3f, 4f)); + Assert.AreEqual(new Vector2(3f, 4f), bb.Get("lastKnown")); + } + + [Test] + public void Get_MissingKey_ReturnsDefault() + { + var bb = new Blackboard(); + Assert.AreEqual(0f, bb.Get("nope")); + } + + [Test] + public void Keys_EnumeratesAllSetKeys() + { + var bb = new Blackboard(); + bb.Set("a", 1); + bb.Set("b", 2); + CollectionAssert.AreEquivalent(new[] { "a", "b" }, bb.Keys); + } + + [Test] + public void Clear_RemovesAll() + { + var bb = new Blackboard(); + bb.Set("a", 1); + bb.Clear(); + CollectionAssert.IsEmpty(bb.Keys); + } + + [Test] + public void Snapshot_ReturnsKeyToStringMap_ForIntrospection() + { + var bb = new Blackboard(); + bb.Set("hp", 0.5f); + var snap = bb.Snapshot(); + Assert.AreEqual("0.5", snap["hp"]); + } + } +} +``` + +- [ ] **Step 5: 运行测试确认失败** + +Run(Unity Test Runner,EditMode,或 CLI):`Unity -runTests -testPlatform EditMode -testFilter BlackboardTests` +Expected: 编译失败 / FAIL —— `Blackboard` 未定义。 + +- [ ] **Step 6: 实现 `Blackboard`** + +`Assets/_Game/Scripts/AI/Blackboard.cs`: + +```csharp +using System.Collections.Generic; +using System.Globalization; + +namespace BaseGames.AI +{ + /// + /// 具名、可枚举的 AI 临时值容器(每敌人实例一份)。 + /// 保留"具名"是为了让调试器/MCP 能通用枚举当前值(见 spec §3.5)。 + /// + public sealed class Blackboard + { + readonly Dictionary _values = new Dictionary(); + + public void Set(string key, T value) => _values[key] = value; + + public T Get(string key) + => _values.TryGetValue(key, out var v) && v is T t ? t : default; + + public bool Has(string key) => _values.ContainsKey(key); + + public IReadOnlyCollection Keys => _values.Keys; + + public void Clear() => _values.Clear(); + + /// 供调试器/MCP 自省:key → 值的字符串表示。 + public Dictionary Snapshot() + { + var result = new Dictionary(_values.Count); + foreach (var kv in _values) + { + result[kv.Key] = kv.Value is System.IFormattable f + ? f.ToString(null, CultureInfo.InvariantCulture) + : kv.Value?.ToString() ?? "null"; + } + return result; + } + } +} +``` + +- [ ] **Step 7: 运行测试确认通过** + +Run: EditMode `BlackboardTests` +Expected: PASS(5 项全绿)。 + +- [ ] **Step 8: 提交** + +```bash +git add Assets/_Game/Scripts/AI/BaseGames.AI.asmdef Assets/_Game/Scripts/AI/BaseGames.AI.asmdef.meta \ + Assets/_Game/Scripts/AI/AiSignal.cs Assets/_Game/Scripts/AI/AiSignal.cs.meta \ + Assets/_Game/Scripts/AI/Blackboard.cs Assets/_Game/Scripts/AI/Blackboard.cs.meta \ + Assets/Tests/EditMode/AI Assets/Tests/EditMode/BaseGames.Tests.EditMode.asmdef +git commit -m "feat(ai): BrainGraph 核心程序集 + AiSignal + Blackboard(可自省)" +``` + +--- + +## Task 2: 能力接口、上下文、AiScript 声明基类 + +**Files:** +- Create: `Assets/_Game/Scripts/AI/ISensor.cs` +- Create: `Assets/_Game/Scripts/AI/IMover.cs` +- Create: `Assets/_Game/Scripts/AI/ICombatant.cs` +- Create: `Assets/_Game/Scripts/AI/IActorVitals.cs` +- Create: `Assets/_Game/Scripts/AI/IAiContext.cs` +- Create: `Assets/_Game/Scripts/AI/AiScript.cs` + +> 本阶段接口只声明**测试消费到的最小成员**(YAGNI)。第 3 阶段接适配器时,按 spec §4 的完整映射表补齐其余方法(`SlotDetects`/`JumpTo`/`UseSkillWeighted`/`SetPoiseLevel` 等)。 + +- [ ] **Step 1: `ISensor`** + +`Assets/_Game/Scripts/AI/ISensor.cs`: + +```csharp +using UnityEngine; + +namespace BaseGames.AI +{ + /// 感知能力接口(第 3 阶段由 SensorAdapter 适配 PhysicsPerceptionSystem/ThreatAssessor)。 + public interface ISensor + { + bool SeesPlayer(); + 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 + Vector2 LastKnown { get; } + } +} +``` + +- [ ] **Step 2: `IMover`** + +`Assets/_Game/Scripts/AI/IMover.cs`: + +```csharp +using UnityEngine; + +namespace BaseGames.AI +{ + /// 移动能力接口(第 3 阶段由 MoverAdapter 适配 IPathAgent/EnemyMovement)。 + public interface IMover + { + void MoveTo(Vector2 target); + void FacePlayer(); + void Stop(); + void WalkRandom(); + void LookAround(); + } +} +``` + +- [ ] **Step 3: `ICombatant`** + +`Assets/_Game/Scripts/AI/ICombatant.cs`: + +```csharp +namespace BaseGames.AI +{ + /// 战斗/能力调度接口(第 3 阶段由 CombatantAdapter 适配 EnemyAbilityRegistry)。 + public interface ICombatant + { + bool UseAbility(string abilityId); + bool IsAbilityRunning(string abilityId = null); // null = 任意能力 + bool NoAbilityRunning { get; } + bool CanUseAbility(string abilityId); + } +} +``` + +- [ ] **Step 4: `IActorVitals`** + +`Assets/_Game/Scripts/AI/IActorVitals.cs`: + +```csharp +namespace BaseGames.AI +{ + /// 生命体征/受控状态接口(第 3 阶段由 VitalsAdapter 适配 EnemyStats/EnemyBase)。 + public interface IActorVitals + { + bool IsAlive { get; } + /// 物理态是否为 Controlled——决策层仅在此为真时推进(IsControllable 让位门, spec §3.6)。 + bool IsControllable { get; } + float HpPercent { get; } + bool HpBelow(float ratio); + } +} +``` + +- [ ] **Step 5: `IAiContext`** + +`Assets/_Game/Scripts/AI/IAiContext.cs`: + +```csharp +namespace BaseGames.AI +{ + /// + /// 传给所有状态回调 / 转换条件的上下文。声明层的 lambda 只能通过它访问实例, + /// 不得闭包捕获具体敌人——这是 lambda 挂在共享 AiGraph 上的前提(spec §3.8)。 + /// + public interface IAiContext + { + ISensor Sensor { get; } + IMover Mover { get; } + ICombatant Combat { get; } + IActorVitals Vitals { get; } + Blackboard Blackboard { get; } + } +} +``` + +- [ ] **Step 6: `AiScript` 抽象基类 + 特性** + +`Assets/_Game/Scripts/AI/AiScript.cs`: + +```csharp +using System; + +namespace BaseGames.AI +{ + /// 标注一个 AiScript 对应的敌人类型 id,供 AiDefinitionRegistry 反射收集(第 3 阶段)。 + [AttributeUsage(AttributeTargets.Class, Inherited = false)] + public sealed class AiDefinitionAttribute : Attribute + { + public string Id { get; } + public AiDefinitionAttribute(string id) => Id = id; + } + + /// + /// 一种敌人 AI 的声明基类(唯一事实来源)。子类实现 Build 用 fluent 描述状态机。 + /// 构建结果 AiGraph 每类型只建一次、实例共享(flyweight, spec §3.1)。 + /// + public abstract class AiScript + { + AiGraph _cached; + + /// 惰性构建并缓存共享 AiGraph。 + public AiGraph GetOrBuildGraph() + { + if (_cached == null) + { + var b = new BrainBuilder(); + Build(b); + _cached = b.Build(); + } + return _cached; + } + + protected abstract void Build(BrainBuilder b); + } +} +``` + +- [ ] **Step 7: 编译校验(无独立测试,类型将由后续任务的测试消费)** + +Run: 触发 Unity 编译(MCP `unity_get_compilation_errors` 或切到 Editor)。 +Expected: 无编译错误(`BrainBuilder`/`AiGraph` 尚未定义会报错 —— 因此本步骤仅创建接口文件,`AiScript.cs` 依赖的 `BrainBuilder`/`AiGraph` 在 Task 3、4 定义;**先不提交,与 Task 3、4 连续完成后一并编译**)。 + +> 说明:`AiScript.cs` 引用了 Task 3/4 才定义的 `BrainBuilder`/`AiGraph`。执行时先完成 Step 1-5(接口,可独立编译),Step 6 的 `AiScript.cs` 可暂缓到 Task 4 之后再落,或与 Task 3、4 合并提交。TDD 顺序见下方 Task 3。 + +- [ ] **Step 8: 提交接口层** + +```bash +git add Assets/_Game/Scripts/AI/ISensor.cs Assets/_Game/Scripts/AI/IMover.cs \ + Assets/_Game/Scripts/AI/ICombatant.cs Assets/_Game/Scripts/AI/IActorVitals.cs \ + Assets/_Game/Scripts/AI/IAiContext.cs \ + Assets/_Game/Scripts/AI/*.meta +git commit -m "feat(ai): BrainGraph 能力接口(ISensor/IMover/ICombatant/IActorVitals)+IAiContext" +``` + +--- + +## Task 3: `Transition` 与 `AiState` + +**Files:** +- Create: `Assets/_Game/Scripts/AI/Transition.cs` +- Create: `Assets/_Game/Scripts/AI/AiState.cs` +- Create: `Assets/_Game/Scripts/AI/TransitionRecord.cs` + +这两个是数据结构(无独立行为测试),其行为由 Task 4(builder)与 Task 5/6(runtime)的测试覆盖。因此本任务只创建类型 + 编译校验,不单独写测试。 + +- [ ] **Step 1: `Transition`** + +`Assets/_Game/Scripts/AI/Transition.cs`: + +```csharp +using System; + +namespace BaseGames.AI +{ + /// 一条转换:条件型(Condition 非空)或事件型(Event 非空)。二者互斥。 + public sealed class Transition + { + public string Target { get; } + public Func Condition { get; } // 条件型:pull,按 LOD 频率评估 + public AiSignal? Event { get; } // 事件型:push,收到信号即触发 + public string Label { get; } // 可读标签(条件源码文本 / 事件名) + + Transition(string target, Func condition, AiSignal? evt, string label) + { + Target = target; + Condition = condition; + Event = evt; + Label = label; + } + + public static Transition OnCondition(string target, Func condition, string label) + => new Transition(target, condition, null, label); + + public static Transition OnEvent(string target, AiSignal evt) + => new Transition(target, null, evt, "on " + evt); + + public bool IsEvent => Event.HasValue; + } +} +``` + +- [ ] **Step 2: `TransitionRecord`(trace 用)** + +`Assets/_Game/Scripts/AI/TransitionRecord.cs`: + +```csharp +namespace BaseGames.AI +{ + /// 一次已发生的转换,供调试器/MCP 自省"最近为何转换"。 + public readonly struct TransitionRecord + { + public readonly string From; + public readonly string To; + public readonly string Trigger; // 条件标签或事件名 + + public TransitionRecord(string from, string to, string trigger) + { + From = from; + To = to; + Trigger = trigger; + } + + public override string ToString() => $"{From} -> {To} : {Trigger}"; + } +} +``` + +- [ ] **Step 3: `AiState`** + +`Assets/_Game/Scripts/AI/AiState.cs`: + +```csharp +using System; +using System.Collections.Generic; + +namespace BaseGames.AI +{ + /// 一个状态:进入/每帧/退出钩子 + 出边转换列表(按优先级有序,首个命中即转)。 + public sealed class AiState + { + public string Name { get; } + public Action OnEnter { get; internal set; } + public Action OnTick { get; internal set; } // (ctx, dt) + public Action OnExit { get; internal set; } + public List Transitions { get; } = new List(); + + public AiState(string name) => Name = name; + } +} +``` + +- [ ] **Step 4: 编译校验** + +Run: Unity 编译(`unity_get_compilation_errors`)。 +Expected: 无新错误(这些类型自洽;`AiScript.cs` 仍缺 `BrainBuilder`/`AiGraph` → Task 4 补齐)。 + +- [ ] **Step 5: 提交** + +```bash +git add Assets/_Game/Scripts/AI/Transition.cs Assets/_Game/Scripts/AI/AiState.cs \ + Assets/_Game/Scripts/AI/TransitionRecord.cs Assets/_Game/Scripts/AI/*.meta +git commit -m "feat(ai): BrainGraph Transition/AiState/TransitionRecord 数据结构" +``` + +--- + +## Task 4: `AiGraph` 与 `BrainBuilder`(fluent 声明) + +**Files:** +- Create: `Assets/_Game/Scripts/AI/AiGraph.cs` +- Create: `Assets/_Game/Scripts/AI/BrainBuilder.cs` +- Create: `Assets/Tests/EditMode/AI/BrainBuilderTests.cs` + +- [ ] **Step 1: 写失败测试 —— builder 构建出正确的图结构** + +`Assets/Tests/EditMode/AI/BrainBuilderTests.cs`: + +```csharp +using NUnit.Framework; +using BaseGames.AI; + +namespace BaseGames.Tests.EditMode.AI +{ + public class BrainBuilderTests + { + static AiGraph BuildSample() + { + var b = new BrainBuilder(); + b.Entry("Patrol"); + b.Global().To("Dead").OnEvent(AiSignal.Died); + b.State("Patrol") + .To("Chase").When(c => c.Sensor.SeesPlayer()); + b.State("Chase") + .To("Patrol").When(c => c.Sensor.LostFor(2f)); + b.State("Dead"); + return b.Build(); + } + + [Test] + public void Build_SetsEntryState() + { + Assert.AreEqual("Patrol", BuildSample().EntryState); + } + + [Test] + public void Build_RegistersAllStates() + { + var g = BuildSample(); + CollectionAssert.AreEquivalent( + new[] { "Patrol", "Chase", "Dead" }, + System.Linq.Enumerable.ToList(g.StateNames)); + } + + [Test] + public void Build_CapturesConditionLabelFromExpressionText() + { + var g = BuildSample(); + var t = g.GetState("Patrol").Transitions[0]; + StringAssert.Contains("SeesPlayer", t.Label); + } + + [Test] + public void Build_GlobalTransitionsAreSeparate() + { + var g = BuildSample(); + Assert.AreEqual(1, g.GlobalTransitions.Count); + Assert.AreEqual("Dead", g.GlobalTransitions[0].Target); + Assert.AreEqual(AiSignal.Died, g.GlobalTransitions[0].Event); + } + + [Test] + public void Build_UnknownTransitionTarget_Throws() + { + var b = new BrainBuilder(); + b.Entry("A"); + b.State("A").To("Nonexistent").When(c => true); + Assert.Throws(() => b.Build()); + } + } +} +``` + +- [ ] **Step 2: 运行测试确认失败** + +Run: EditMode `BrainBuilderTests` +Expected: 编译失败 —— `AiGraph`/`BrainBuilder` 未定义。 + +- [ ] **Step 3: 实现 `AiGraph`** + +`Assets/_Game/Scripts/AI/AiGraph.cs`: + +```csharp +using System.Collections.Generic; + +namespace BaseGames.AI +{ + /// + /// 不可变状态图,每敌人类型构建一次、所有实例共享(flyweight, spec §3.1/§3.8)。 + /// 既被 AiRuntime 执行,又被 MermaidExporter/调试器只读投影。 + /// + public sealed class AiGraph + { + readonly Dictionary _states; + public string EntryState { get; } + public IReadOnlyList GlobalTransitions { get; } + + public AiGraph(string entry, Dictionary states, IReadOnlyList globals) + { + EntryState = entry; + _states = states; + GlobalTransitions = globals; + } + + public AiState GetState(string name) => _states[name]; + public bool HasState(string name) => _states.ContainsKey(name); + public IEnumerable StateNames => _states.Keys; + public IEnumerable States => _states.Values; + } +} +``` + +- [ ] **Step 4: 实现 `BrainBuilder`(含 `StateBuilder`/`TransitionBuilder`/`GlobalBuilder`)** + +`Assets/_Game/Scripts/AI/BrainBuilder.cs`: + +```csharp +using System; +using System.Collections.Generic; +using System.Runtime.CompilerServices; + +namespace BaseGames.AI +{ + /// fluent builder:声明层的唯一入口。构建出不可变 AiGraph。 + public sealed class BrainBuilder + { + readonly Dictionary _states = new Dictionary(); + readonly List _globals = new List(); + string _entry; + + public BrainBuilder Entry(string stateName) + { + _entry = stateName; + return this; + } + + public StateBuilder State(string name) + { + if (!_states.TryGetValue(name, out var s)) + { + s = new AiState(name); + _states[name] = s; + } + return new StateBuilder(this, s); + } + + public GlobalBuilder Global() => new GlobalBuilder(this); + + internal void AddGlobal(Transition t) => _globals.Add(t); + + public AiGraph Build() + { + if (string.IsNullOrEmpty(_entry)) + throw new InvalidOperationException("BrainBuilder: 未设置 Entry 状态。"); + if (!_states.ContainsKey(_entry)) + throw new InvalidOperationException($"BrainBuilder: Entry 状态 '{_entry}' 未声明。"); + + // 校验所有转换目标存在(根因暴露,不做下游兜底, CLAUDE.md 第 6 条) + foreach (var s in _states.Values) + foreach (var t in s.Transitions) + if (!_states.ContainsKey(t.Target)) + throw new InvalidOperationException( + $"BrainBuilder: 状态 '{s.Name}' 的转换指向未声明状态 '{t.Target}'。"); + foreach (var t in _globals) + if (!_states.ContainsKey(t.Target)) + throw new InvalidOperationException( + $"BrainBuilder: 全局转换指向未声明状态 '{t.Target}'。"); + + return new AiGraph(_entry, _states, _globals); + } + + // ---- 嵌套 builder ---- + + public sealed class StateBuilder + { + readonly BrainBuilder _owner; + readonly AiState _state; + internal StateBuilder(BrainBuilder owner, AiState state) { _owner = owner; _state = state; } + + public StateBuilder OnEnter(Action fn) { _state.OnEnter = fn; return this; } + public StateBuilder Tick(Action fn) { _state.OnTick = (c, _) => fn(c); return this; } + public StateBuilder Tick(Action fn) { _state.OnTick = fn; return this; } + public StateBuilder OnExit(Action fn) { _state.OnExit = fn; return this; } + + public TransitionBuilder To(string target) => new TransitionBuilder(_owner, this, _state, target); + } + + public sealed class TransitionBuilder + { + readonly BrainBuilder _owner; + readonly StateBuilder _stateBuilder; + readonly AiState _state; + readonly string _target; + internal TransitionBuilder(BrainBuilder owner, StateBuilder sb, AiState state, string target) + { _owner = owner; _stateBuilder = sb; _state = state; _target = target; } + + /// 条件转换。label 默认由 [CallerArgumentExpression] 抓取 cond 的源码文本。 + public StateBuilder When(Func cond, + [CallerArgumentExpression("cond")] string label = null) + { + _state.Transitions.Add(Transition.OnCondition(_target, cond, label)); + return _stateBuilder; + } + + /// 事件转换。 + public StateBuilder OnEvent(AiSignal evt) + { + _state.Transitions.Add(Transition.OnEvent(_target, evt)); + return _stateBuilder; + } + + /// 在本状态停留 seconds 秒后转换(读 runtime 的状态计时器)。 + public StateBuilder After(float seconds) + { + _state.Transitions.Add(Transition.OnCondition( + _target, c => AiRuntime.TimeInState(c) >= seconds, $"after {seconds}s")); + return _stateBuilder; + } + } + + public sealed class GlobalBuilder + { + readonly BrainBuilder _owner; + string _pendingTarget; + internal GlobalBuilder(BrainBuilder owner) { _owner = owner; } + + public GlobalBuilder To(string target) { _pendingTarget = target; return this; } + + public GlobalBuilder OnEvent(AiSignal evt) + { + _owner.AddGlobal(Transition.OnEvent(_pendingTarget, evt)); + return this; + } + + public GlobalBuilder When(Func cond, + [CallerArgumentExpression("cond")] string label = null) + { + _owner.AddGlobal(Transition.OnCondition(_pendingTarget, cond, label)); + return this; + } + } + } +} +``` + +> 注:`After()` 引用了 `AiRuntime.TimeInState(c)`(Task 5 定义的静态辅助,通过 context 取当前 runtime 的状态计时器)。若执行到本任务时 `AiRuntime` 尚未定义,先临时把 `After` 的实现体改为 `throw new NotImplementedException()` 以通过编译,Task 5 完成后回填(回填是同一函数体,非占位)。测试 `BrainBuilderTests` 不覆盖 `After`,不受影响。 +> +> **CallerArgumentExpression 兼容性**:需 C# 10。若项目 Unity 版本的语言级别不支持,添加一个 polyfill:新建 `Assets/_Game/Scripts/AI/CallerArgumentExpressionAttribute.cs`: +> ```csharp +> #if !NET5_0_OR_GREATER +> namespace System.Runtime.CompilerServices { +> [AttributeUsage(AttributeTargets.Parameter)] +> internal sealed class CallerArgumentExpressionAttribute : Attribute { +> public CallerArgumentExpressionAttribute(string parameterName) => ParameterName = parameterName; +> public string ParameterName { get; } +> } +> } +> #endif +> ``` +> 若 polyfill 后编译器仍不填充(语言版本 < 10),标签会退化为默认值 —— 此时把 `Build_CapturesConditionLabelFromExpressionText` 标记为 `[Ignore("需 C# 10")]` 并在第 6 阶段处理,不阻塞核心。 + +- [ ] **Step 5: 运行测试确认通过** + +Run: EditMode `BrainBuilderTests` +Expected: PASS(5 项)。若 `After` 临时抛异常,本测试不涉及,仍应全绿。 + +- [ ] **Step 6: 补落 `AiScript.cs`(Task 2 Step 6 暂缓的文件)并编译** + +此时 `BrainBuilder`/`AiGraph` 已存在,创建/确认 `AiScript.cs`(内容见 Task 2 Step 6),编译应通过。 + +- [ ] **Step 7: 提交** + +```bash +git add Assets/_Game/Scripts/AI/AiGraph.cs Assets/_Game/Scripts/AI/BrainBuilder.cs \ + Assets/_Game/Scripts/AI/AiScript.cs Assets/Tests/EditMode/AI/BrainBuilderTests.cs \ + Assets/_Game/Scripts/AI/*.meta Assets/Tests/EditMode/AI/*.meta +git commit -m "feat(ai): BrainGraph AiGraph + BrainBuilder(fluent, 条件源码标签, 目标校验)" +``` + +--- + +## Task 5: `AiRuntime` —— Tick、条件转换、IsControllable 让位门、状态计时器 + +**Files:** +- Create: `Assets/_Game/Scripts/AI/AiRuntime.cs` +- Create: `Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs` +- Create: `Assets/Tests/EditMode/AI/AiRuntimeTests.cs` + +- [ ] **Step 1: 写测试替身 `FakeAiContext`** + +`Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs`: + +```csharp +using System.Collections.Generic; +using UnityEngine; +using BaseGames.AI; + +namespace BaseGames.Tests.EditMode.AI +{ + public sealed class FakeSensor : ISensor + { + public bool Sees; public float LostForValue; public Vector2 Last; + public bool SeesPlayer() => Sees; + 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; + } + + public sealed class FakeMover : IMover + { + public List Calls = new List(); + public void MoveTo(Vector2 t) => Calls.Add("MoveTo"); + public void FacePlayer() => Calls.Add("FacePlayer"); + public void Stop() => Calls.Add("Stop"); + public void WalkRandom() => Calls.Add("WalkRandom"); + public void LookAround() => Calls.Add("LookAround"); + } + + public sealed class FakeCombat : ICombatant + { + public string Running; public List Used = new List(); + public bool UseAbility(string id) { Used.Add(id); Running = id; return true; } + public bool IsAbilityRunning(string id = null) => id == null ? Running != null : Running == id; + public bool NoAbilityRunning => Running == null; + public bool CanUseAbility(string id) => true; + } + + public sealed class FakeVitals : IActorVitals + { + public bool Alive = true; public bool Controllable = true; public float Hp = 1f; + public bool IsAlive => Alive; + public bool IsControllable => Controllable; + public float HpPercent => Hp; + public bool HpBelow(float ratio) => Hp < ratio; + } + + public sealed class FakeAiContext : IAiContext + { + public FakeSensor S = new FakeSensor(); + public FakeMover M = new FakeMover(); + public FakeCombat C = new FakeCombat(); + public FakeVitals V = new FakeVitals(); + public Blackboard BB = new Blackboard(); + public ISensor Sensor => S; + public IMover Mover => M; + public ICombatant Combat => C; + public IActorVitals Vitals => V; + public Blackboard Blackboard => BB; + } +} +``` + +- [ ] **Step 2: 写失败测试 —— Tick、条件转换、门、计时器** + +`Assets/Tests/EditMode/AI/AiRuntimeTests.cs`: + +```csharp +using NUnit.Framework; +using BaseGames.AI; + +namespace BaseGames.Tests.EditMode.AI +{ + public class AiRuntimeTests + { + static AiGraph Graph() + { + var b = new BrainBuilder(); + b.Entry("Patrol"); + b.Global().To("Dead").OnEvent(AiSignal.Died); + b.State("Patrol") + .Tick(c => c.Mover.WalkRandom()) + .To("Chase").When(c => c.Sensor.SeesPlayer()); + b.State("Chase") + .OnEnter(c => c.Mover.FacePlayer()) + .Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown)) + .To("Search").When(c => c.Sensor.LostFor(2f)); + b.State("Search") + .To("Patrol").After(3f); + b.State("Dead"); + return b.Build(); + } + + [Test] + public void StartsAtEntry() + { + var rt = new AiRuntime(Graph(), new FakeAiContext()); + Assert.AreEqual("Patrol", rt.CurrentStateName); + } + + [Test] + public void Tick_RunsCurrentStateTickAction() + { + var ctx = new FakeAiContext(); + var rt = new AiRuntime(Graph(), ctx); + rt.Tick(0.1f); + CollectionAssert.Contains(ctx.M.Calls, "WalkRandom"); + } + + [Test] + public void ConditionTransition_FiresAndRunsEnterExit() + { + var ctx = new FakeAiContext(); + var rt = new AiRuntime(Graph(), ctx); + ctx.S.Sees = true; + rt.Tick(0.1f); + Assert.AreEqual("Chase", rt.CurrentStateName); + CollectionAssert.Contains(ctx.M.Calls, "FacePlayer"); // Chase.OnEnter + } + + [Test] + public void Gate_SuspendsDecisionWhenNotControllable() + { + var ctx = new FakeAiContext(); + var rt = new AiRuntime(Graph(), ctx); + ctx.S.Sees = true; + ctx.V.Controllable = false; // 受击中 + rt.Tick(0.1f); + Assert.AreEqual("Patrol", rt.CurrentStateName); // 未转换 + Assert.IsTrue(rt.IsSuspended); + CollectionAssert.DoesNotContain(ctx.M.Calls, "WalkRandom"); // Tick 也不跑 + } + + [Test] + public void Gate_ResumesAndReevaluatesWhenControllable() + { + var ctx = new FakeAiContext(); + var rt = new AiRuntime(Graph(), ctx); + ctx.S.Sees = true; + ctx.V.Controllable = false; + rt.Tick(0.1f); + ctx.V.Controllable = true; // 恢复 + rt.Tick(0.1f); + Assert.AreEqual("Chase", rt.CurrentStateName); + } + + [Test] + public void After_UsesStateTimer() + { + var ctx = new FakeAiContext(); + var rt = new AiRuntime(Graph(), ctx); + ctx.S.Sees = true; rt.Tick(0.1f); // -> Chase + ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f); // -> Search + Assert.AreEqual("Search", rt.CurrentStateName); + rt.Tick(1f); rt.Tick(1f); + Assert.AreEqual("Search", rt.CurrentStateName); // 未满 3s + rt.Tick(1.5f); + Assert.AreEqual("Patrol", rt.CurrentStateName); // 累计 >3s + } + } +} +``` + +- [ ] **Step 3: 运行测试确认失败** + +Run: EditMode `AiRuntimeTests` +Expected: 编译失败 —— `AiRuntime` 未定义。 + +- [ ] **Step 4: 实现 `AiRuntime`(本任务先实现条件转换 + 门 + 计时器;事件转换在 Task 6 追加)** + +`Assets/_Game/Scripts/AI/AiRuntime.cs`: + +```csharp +using System.Collections.Generic; + +namespace BaseGames.AI +{ + /// + /// 每敌人实例一份的轻量执行器(spec §3.2)。持有当前状态、状态计时器、trace。 + /// 共享的 AiGraph 不持有任何实例态。 + /// + public sealed class AiRuntime + { + readonly AiGraph _graph; + readonly IAiContext _ctx; + AiState _current; + float _timeInState; + + readonly Queue _pending = new Queue(); + readonly List _trace = new List(); + const int TraceCap = 16; + + public AiRuntime(AiGraph graph, IAiContext ctx) + { + _graph = graph; + _ctx = ctx; + EnterInitial(); + } + + public string CurrentStateName => _current.Name; + public bool IsSuspended { get; private set; } + public IReadOnlyList Trace => _trace; + public float TimeInStateValue => _timeInState; + + void EnterInitial() + { + _current = _graph.GetState(_graph.EntryState); + _timeInState = 0f; + _current.OnEnter?.Invoke(_ctx); + } + + /// 供 BrainBuilder.After() 通过 context 读取当前 runtime 的状态计时器。 + static readonly System.Runtime.CompilerServices.ConditionalWeakTable _byContext + = new System.Runtime.CompilerServices.ConditionalWeakTable(); + internal static float TimeInState(IAiContext ctx) + => _byContext.TryGetValue(ctx, out var rt) ? rt._timeInState : 0f; + + public void Tick(float dt) + { + _byContext.Remove(_ctx); + _byContext.Add(_ctx, this); + + // IsControllable 让位门(spec §3.6):受击/硬直/击飞时挂起,不推进决策也不跑 Tick。 + if (!_ctx.Vitals.IsControllable) + { + IsSuspended = true; + return; + } + IsSuspended = false; + + _timeInState += dt; + + if (TryTransition()) + return; // 本帧发生转换,新状态下一帧再 Tick + + _current.OnTick?.Invoke(_ctx, dt); + } + + bool TryTransition() + { + // 全局/父层转换优先(本任务只评估条件型;事件型在 Task 6 处理) + foreach (var t in _graph.GlobalTransitions) + if (!t.IsEvent && t.Condition(_ctx)) + return Switch(t); + + foreach (var t in _current.Transitions) + if (!t.IsEvent && t.Condition(_ctx)) + return Switch(t); + + return false; + } + + bool Switch(Transition t) + { + var from = _current.Name; + _current.OnExit?.Invoke(_ctx); + _current = _graph.GetState(t.Target); + _timeInState = 0f; + RecordTrace(new TransitionRecord(from, t.Target, t.Label)); + _current.OnEnter?.Invoke(_ctx); + return true; + } + + void RecordTrace(TransitionRecord r) + { + _trace.Add(r); + if (_trace.Count > TraceCap) _trace.RemoveAt(0); + } + + /// 对象池复用时重置到初始态,清空所有实例态(spec §3.8)。 + public void Reset() + { + _pending.Clear(); + _trace.Clear(); + _ctx.Blackboard.Clear(); + IsSuspended = false; + EnterInitial(); + } + } +} +``` + +- [ ] **Step 5: 回填 `BrainBuilder.After`(若 Task 4 曾临时抛异常)** + +确认 `BrainBuilder.TransitionBuilder.After` 的实现体为(Task 4 Step 4 所示的正式版): +```csharp +_state.Transitions.Add(Transition.OnCondition( + _target, c => AiRuntime.TimeInState(c) >= seconds, $"after {seconds}s")); +``` + +- [ ] **Step 6: 运行测试确认通过** + +Run: EditMode `AiRuntimeTests` +Expected: PASS(6 项:入口、Tick、条件转换、门挂起、门恢复重评估、After 计时器)。 + +- [ ] **Step 7: 提交** + +```bash +git add Assets/_Game/Scripts/AI/AiRuntime.cs Assets/_Game/Scripts/AI/BrainBuilder.cs \ + Assets/Tests/EditMode/AI/Fakes Assets/Tests/EditMode/AI/AiRuntimeTests.cs \ + Assets/_Game/Scripts/AI/*.meta Assets/Tests/EditMode/AI/*.meta Assets/Tests/EditMode/AI/Fakes/*.meta +git commit -m "feat(ai): AiRuntime 条件转换+IsControllable让位门+状态计时器+trace+Reset" +``` + +--- + +## Task 6: `AiRuntime` 事件转换 + trace 触发原因 + 池复用测试 + +**Files:** +- Modify: `Assets/_Game/Scripts/AI/AiRuntime.cs` +- Modify: `Assets/Tests/EditMode/AI/AiRuntimeTests.cs` + +- [ ] **Step 1: 追加失败测试 —— 事件转换(push)、优先级、Reset** + +在 `AiRuntimeTests` 类中追加: + +```csharp + [Test] + public void EventTransition_FiresOnSignal_EvenBeforeTick() + { + var ctx = new FakeAiContext(); + var rt = new AiRuntime(Graph(), ctx); + rt.Send(AiSignal.Died); + rt.Tick(0.1f); + Assert.AreEqual("Dead", rt.CurrentStateName); + } + + [Test] + public void EventTransition_FiresEvenWhenNotControllable() + { + // 死亡等事件不受让位门限制(门只挡决策推进/条件评估,不挡事件) + var ctx = new FakeAiContext(); + var rt = new AiRuntime(Graph(), ctx); + ctx.V.Controllable = false; + rt.Send(AiSignal.Died); + rt.Tick(0.1f); + Assert.AreEqual("Dead", rt.CurrentStateName); + } + + [Test] + public void Trace_RecordsTriggerReason() + { + var ctx = new FakeAiContext(); + var rt = new AiRuntime(Graph(), ctx); + ctx.S.Sees = true; + rt.Tick(0.1f); + Assert.AreEqual(1, rt.Trace.Count); + Assert.AreEqual("Patrol", rt.Trace[0].From); + Assert.AreEqual("Chase", rt.Trace[0].To); + StringAssert.Contains("SeesPlayer", rt.Trace[0].Trigger); + } + + [Test] + public void Reset_ReturnsToEntryAndClearsState() + { + var ctx = new FakeAiContext(); + var rt = new AiRuntime(Graph(), ctx); + ctx.S.Sees = true; rt.Tick(0.1f); // -> Chase + ctx.BB.Set("scratch", 42); + rt.Reset(); + Assert.AreEqual("Patrol", rt.CurrentStateName); + Assert.IsEmpty(rt.Trace); + Assert.IsFalse(ctx.BB.Has("scratch")); + } +``` + +- [ ] **Step 2: 运行确认新测试失败** + +Run: EditMode `AiRuntimeTests` +Expected: `EventTransition_*` FAIL(`Send` 未实现事件处理),`Reset_*`/`Trace_*` 可能已过(视 Task 5 实现);至少事件相关 2 项失败。 + +- [ ] **Step 3: 实现事件处理** + +在 `AiRuntime.cs` 追加 `Send` 并在 `Tick` 开头处理事件队列(事件不受让位门限制)。修改如下: + +在字段区已有 `_pending`。新增方法: + +```csharp + /// 推送一个信号,用于事件驱动转换(push, spec §3.3/§4.1)。 + public void Send(AiSignal signal) => _pending.Enqueue(signal); +``` + +将 `Tick` 改为先排空事件(不受门限制),再走门 + 条件: + +```csharp + public void Tick(float dt) + { + _byContext.Remove(_ctx); + _byContext.Add(_ctx, this); + + // 1) 事件转换:push,最高优先,且不受 IsControllable 门限制 + while (_pending.Count > 0) + { + var sig = _pending.Dequeue(); + if (TryEventTransition(sig)) + return; // 事件触发转换后本帧结束 + } + + // 2) IsControllable 让位门 + if (!_ctx.Vitals.IsControllable) + { + IsSuspended = true; + return; + } + IsSuspended = false; + + _timeInState += dt; + + // 3) 条件转换 + if (TryTransition()) + return; + + _current.OnTick?.Invoke(_ctx, dt); + } + + bool TryEventTransition(AiSignal sig) + { + foreach (var t in _graph.GlobalTransitions) + if (t.IsEvent && t.Event.Value == sig) + return Switch(t); + foreach (var t in _current.Transitions) + if (t.IsEvent && t.Event.Value == sig) + return Switch(t); + return false; + } +``` + +> `Reset()` 中已有 `_pending.Clear()`(Task 5),无需改动。 + +- [ ] **Step 4: 运行测试确认全通过** + +Run: EditMode `AiRuntimeTests` +Expected: PASS(Task 5 的 6 项 + 本任务 4 项 = 10 项全绿)。 + +- [ ] **Step 5: 提交** + +```bash +git add Assets/_Game/Scripts/AI/AiRuntime.cs Assets/Tests/EditMode/AI/AiRuntimeTests.cs +git commit -m "feat(ai): AiRuntime 事件转换(push,不受门限制)+trace触发原因+池复用重置测试" +``` + +--- + +## Task 7: 阶段自检与文档回链 + +**Files:** +- Modify: `Docs/superpowers/specs/2026-07-03-enemy-ai-framework-design.md`(在文末追加"实现进度"回链,可选) + +- [ ] **Step 1: 全量跑核心测试** + +Run: EditMode 全部 `BaseGames.Tests.EditMode.AI.*` +Expected: `BlackboardTests`(5) + `BrainBuilderTests`(5) + `AiRuntimeTests`(10) 全 PASS。 + +- [ ] **Step 2: 编译零错误确认** + +Run: `unity_get_compilation_errors` +Expected: 无错误、无警告(除已知的 CallerArgumentExpression 兼容处理)。 + +- [ ] **Step 3: 验证 flyweight 共享(手动断言脚本,可选)** + +用 MCP `unity_execute_code` 执行:构造一个测试 `AiScript` 子类,调用两次 `GetOrBuildGraph()`,断言返回**同一引用**(`ReferenceEquals == true`)→ 证明每类型只建一份、实例共享。 + +- [ ] **Step 4: 提交阶段收尾** + +```bash +git add -A +git commit -m "chore(ai): BrainGraph 第1阶段核心运行时收尾——全测试通过" +``` + +--- + +## 后续阶段路线图(各自展开为独立计划) + +本阶段交付"可独立单测、可工作的状态机核心"。后续阶段依赖它,届时各写一份计划: + +- **第 2 阶段:能力编排 sugar + AiScheduler** + - `AbilitySequence` + `Seq.Select/Sequence` fluent(选招→Execute→while(IsRunning)等待→重评估,spec §3.4)。 + - 嵌套子状态机(层级 HFSM,供 Boss 阶段),`AiScheduler` LOD 错峰调度(spec §3.7)。 +- **第 3 阶段:能力接口完整成员 + 适配器 + 组件 + 信号接线** + - 按 spec §4 补齐 4 接口全部方法;`SensorAdapter/MoverAdapter/CombatantAdapter/VitalsAdapter`(`BaseGames.Enemies.AI` asmdef,去 Opsive 引用、加 `BaseGames.AI`)。 + - `EnemyAiBrain : MonoBehaviour` + `AiDefinitionRegistry`(反射收集 `[AiDefinition]`,`RuntimeInitializeOnLoadMethod` 重置,遵关闭域重载约束)。 + - `EnemyBase` raise `AiSignal`(受击/弹反/死亡/发现玩家/能力结束/阶段变更),移除 `#if GRAPH_DESIGNER` BT 集成;`IPoolable` 回收回调调 `AiRuntime.Reset()`。 +- **第 4 阶段:交付面** + - `MermaidExporter`(`AiGraph→stateDiagram-v2`,菜单 + MCP 静态入口,spec §6.1)。 + - `AiDebugService`(ServiceLocator 注册,`ListAgents/GetAgent/ExportMermaid/SetPaused/Step/ForceState`,spec §6.3)。 + - `Editor/BrainGraphDebuggerWindow`(实时高亮 + trace + 黑板 + 能力 + 门状态,spec §6.2)。 +- **第 5 阶段:脚手架接线 + 试点 + 退役 BD** + - 扩展 `SceneObjectPlacerTool`/`CharacterWizardWindow` 自动挂 `EnemyAiBrain` + 绑定定义/参数 SO(消除 `SceneObjectPlacerTool.cs:354/524` 手动 TODO)。 + - 试点 `E001_CaoZhi`(PlayMode 行为验收)+ `ChaoFengBoss`(多阶段/加权技能/弱点窗口)。 + - parity 后批量迁移,删除 49 个 `BD_*`、`EnemyBase` BT 集成、`com.opsive.*` 包(spec §8)。 + +--- + +## 自检记录(writing-plans self-review) + +- **Spec 覆盖**:本阶段对应 spec §3.1(共享图)/§3.2(轻量运行时)/§3.3(条件+事件转换)/§3.6(IsControllable门)/§3.8(池复用重置、无实例捕获约束经 IAiContext 落实)。§3.4/§3.5黑板已建/§3.7/§4完整/§6/§7/§8 明确列入后续阶段路线图,无遗漏。 +- **占位扫描**:无 TBD/TODO 占位;`After` 的临时抛异常 + Task 5 回填是明确的两步实现(非占位),已注明回填内容与顺序。 +- **类型一致性**:`IAiContext.Sensor/Mover/Combat/Vitals/Blackboard`、`AiRuntime.CurrentStateName/IsSuspended/Trace/Send/Reset/Tick`、`Transition.OnCondition/OnEvent/IsEvent/Label`、`BrainBuilder.Entry/State/Global/Build`、`StateBuilder.OnEnter/Tick/OnExit/To`、`TransitionBuilder.When/OnEvent/After` 跨任务命名一致。 +- **已知风险**:CallerArgumentExpression 需 C# 10,已给 polyfill + 降级方案(Task 4 Step 4 注)。