feat(ai): 敌人感知↔状态模型——待机/警觉/追击/巡逻 + 可复用感知状态机

感知门面 EnemyBase.InChaseZone(追逐/aggro)/InVisionZone(视野/los,缺省回退aggro),纯查询;
转换逻辑归 AI 层: 新增可复用 PerceptionStateMachine(统一规则,HasAlert/视野缺省自动降级);
规则: 未发现进视野→警觉, 进追逐→追击(委托能力), 追击脱离视野→巡逻(永不回警觉,再进视野再警觉).
EnemyStatsSO.HasAlertState 勾选项; ContactChaseAbility 改纯执行器(退出由AI中断); E001 用可复用件.
PlayMode 验证四态转换全通过.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-09 15:10:39 +08:00
co-authored by Claude Opus 4.8
parent 150fadb72e
commit 6c27993e09
12 changed files with 166 additions and 69 deletions
@@ -7,8 +7,10 @@ namespace BaseGames.Tests.EditMode.AI
public sealed class FakeSensor : ISensor
{
public bool Sees; public float LostForValue; public Vector2 Last;
public bool Chase; public bool Vision;
public bool InChaseZone() => Chase;
public bool InVisionZone() => Vision;
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;
@@ -33,6 +35,7 @@ namespace BaseGames.Tests.EditMode.AI
public bool IsAbilityRunning(string id = null) => id == null ? Running != null : Running == id;
public bool NoAbilityRunning => Running == null;
public bool CanUseAbility(string id) => true;
public void InterruptAbilities() => Running = null;
}
public sealed class FakeVitals : IActorVitals