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
@@ -3,53 +3,39 @@ using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// 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。
/// E001(草蛭)AI —— 纯决策层,复用 PerceptionStateMachine 的"待机/警觉/追击/巡逻"统一规则。
/// 只声明差异:待机=伪装静止、警觉=张口(e001_alert)、追击=委托 e001_chase 能力、R=巡逻
/// 追击移动/接触伤害由能力实现;退出追击由 AI 中断能力。依据 Docs/Game/Design/小怪设计-程序开发文档-01.md
/// </summary>
[AiDefinition("E001")]
public sealed class E001CaoZhiAi : AiScript
{
// 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("Idle_Disguise");
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
{
Idle = "Idle_Disguise",
Patrol = "Move_Patrol",
Alert = "Alert",
Chase = "Chase",
Death = "Death",
Entry = "Idle_Disguise",
Rest = "Move_Patrol",
ChaseAbilityId = "e001_chase",
// 受到足够伤害 → 死亡(全局事件,最高优先)
b.Global().To("Death").OnEvent(AiSignal.Died);
// 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("Skill_Start").When(c => c.Sensor.DetectsPlayer(), "DetectsPlayer");
// 死亡:停下(Death 动画走物理状态机 EnemyStateType.Dead
b.State("Death")
.OnEnter(c => c.Mover.Stop());
OnIdleEnter = c => { c.Mover.Stop(); Actor(c).SetPhase(AiPhase.Idle); },
OnPatrolEnter = c => { c.Mover.UsePatrolSpeed(); Actor(c).SetPhase(AiPhase.Patrol); },
OnPatrolTick = c => c.Mover.WalkRandom(),
// 警觉:停下、朝向玩家、切 Alert 阶段(播警觉动画+feedback)、张口占位
OnAlertEnter = c => { c.Mover.Stop(); c.Mover.FacePlayer(); Actor(c).SetPhase(AiPhase.Alert); c.Combat.UseAbility("e001_alert"); },
// 追击进入:切追击速度、朝向、Chase 阶段(追击能力由 PerceptionStateMachine 触发)
OnChaseEnter = c => { c.Mover.UseChaseSpeed(); c.Mover.FacePlayer(); Actor(c).SetPhase(AiPhase.Chase); },
// 追击退出:中断追击能力(停移动、关接触伤害)
OnChaseExit = c => c.Combat.InterruptAbilities(),
OnDeathEnter = c => c.Mover.Stop(),
});
}
}
}
@@ -23,10 +23,10 @@ namespace BaseGames.Enemies
public IActorVitals Vitals => this;
public Blackboard Blackboard => _blackboard;
/// <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>
/// <summary>每帧由 EnemyAiBrain 在 Tick 之前调用,维护最后已知位置与丢失计时(供需要的敌人用)。</summary>
public void Refresh(float dt)
{
if (DetectsPlayer() && _enemy.PlayerTransform != null)
if (InVisionZone() && _enemy.PlayerTransform != null)
{
_lastKnown = _enemy.PlayerTransform.position;
_lostTimer = 0f;
@@ -45,17 +45,12 @@ namespace BaseGames.Enemies
_lostTimer = 0f;
}
// ---- ISensor ----
// ---- ISensor ----(纯感知查询,转换由 AI 状态机决定)
public bool InChaseZone() => _enemy.InChaseZone();
public bool InVisionZone() => _enemy.InVisionZone();
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) => !DetectsPlayer() && _lostTimer >= seconds;
public bool LostFor(float seconds) => !InVisionZone() && _lostTimer >= seconds;
public Vector2 LastKnown => _lastKnown;
// ---- IMover ----
@@ -97,6 +92,8 @@ namespace BaseGames.Enemies
var a = _enemy.Abilities?.Get(abilityId);
return a != null && a.CanUse;
}
public void InterruptAbilities()
=> _enemy.Abilities?.InterruptAll(Abilities.InterruptReason.ExternalRequest);
// ---- IActorVitals ----
public bool IsAlive => _enemy.IsAlive;
@@ -113,5 +110,6 @@ namespace BaseGames.Enemies
// ---- IEnemyActor ----
public void SetPhase(AiPhase phase) => _enemy.SetAiPhase(phase);
public bool HasAlertState => _enemy.StatsSO != null && _enemy.StatsSO.HasAlertState;
}
}
@@ -9,5 +9,8 @@ namespace BaseGames.Enemies
{
/// <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);
/// <summary>该敌人是否有警觉状态(勾选项,来自 EnemyStatsSO)。false 时未发现态直接追击、不经警觉。</summary>
bool HasAlertState { get; }
}
}
@@ -0,0 +1,77 @@
using System;
using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// 可复用的"待机/警觉/追击/巡逻"感知状态机(统一规则,见 spec《敌人感知↔状态》)。
/// 职责边界:**状态转换逻辑在 AI 层(本类)**;感知系统只回答 InChaseZone/InVisionZone。
/// 规则:
/// 待机/巡逻: 在追逐区→追击(优先); 否则 有警觉且在视野→警觉; 否则保持。
/// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉。
/// 追击: 委托能力; 脱离视野→R(永不回警觉)。
/// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发;无视野槽→维持退化用追逐区。
/// </summary>
public static class PerceptionStateMachine
{
public sealed class Config
{
public string Idle = "Idle";
public string Patrol = "Patrol";
public string Alert = "Alert";
public string Chase = "Chase";
public string Death = "Death";
public string Entry = "Idle"; // 初始态
public string Rest = "Patrol"; // R:降级(退出追击/警觉丢失)回到的静止态
public string ChaseAbilityId; // 追击委托的能力 id(进入追击即触发;退出由 OnChaseExit 中断)
public Action<IAiContext> OnIdleEnter;
public Action<IAiContext> OnPatrolEnter;
public Action<IAiContext> OnPatrolTick;
public Action<IAiContext> OnAlertEnter;
public Action<IAiContext> OnChaseEnter;
public Action<IAiContext> OnChaseExit;
public Action<IAiContext> OnDeathEnter;
}
public static void Add(BrainBuilder b, Config c)
{
b.Entry(c.Entry);
b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先)
// 待机 / 巡逻:未发现态,同样的升级转换(追逐优先、其次警觉)
AddUndiscovered(b.State(c.Idle).OnEnter(x => c.OnIdleEnter?.Invoke(x)), c);
AddUndiscovered(
b.State(c.Patrol)
.OnEnter(x => c.OnPatrolEnter?.Invoke(x))
.Tick(x => c.OnPatrolTick?.Invoke(x)),
c);
// 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内则保持(无转出)
b.State(c.Alert)
.OnEnter(x => c.OnAlertEnter?.Invoke(x))
.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
// 追击:委托能力实现移动/伤害;脱离视野 → R(永不回警觉);退出时中断追击能力
b.State(c.Chase)
.OnEnter(x =>
{
c.OnChaseEnter?.Invoke(x);
if (!string.IsNullOrEmpty(c.ChaseAbilityId)) x.Combat.UseAbility(c.ChaseAbilityId);
})
.OnExit(x => c.OnChaseExit?.Invoke(x))
.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
b.State(c.Death).OnEnter(x => c.OnDeathEnter?.Invoke(x));
}
// 未发现态(Idle/Patrol)升级:在追逐区→追击(优先);否则 有警觉且在视野→警觉
static void AddUndiscovered(BrainBuilder.StateBuilder sb, Config c)
{
sb.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
}
static bool HasAlert(IAiContext x) => x is IEnemyActor a && a.HasAlertState;
}
}
@@ -0,0 +1,11 @@
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@@ -5,8 +5,9 @@ using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 循环追击 + 体接触伤害能力。
/// 追击期间每帧更新 MoveTo,失去感知后收招退出并恢复巡逻状态。
/// 循环追击 + 体接触伤害能力(纯执行器)
/// 每帧 MoveTo 追向玩家、开接触伤害;**何时停止由 AI 决策层负责**——AI 在"脱离视野"时
/// 中断本能力(AI decides when to stop, ability implements the chase)。
/// 可复用于任何需要"追击+接触伤害循环"的敌人。
/// </summary>
public class ContactChaseAbility : EnemyAbilityBase
@@ -15,12 +16,9 @@ namespace BaseGames.Enemies.Abilities
[SerializeField] private ClipTransition _loopClip;
[SerializeField] private ClipTransition _endClip;
[Header("感知与接触伤害")]
[Header("接触伤害")]
[SerializeField] private BodyContactDamage _contactDamage;
[Tooltip("用于追击感知判断的传感器槽位名,通常为 \"aggro\"")]
[SerializeField] private string _aggroSlotName = "aggro";
protected override IEnumerator ExecuteCoroutine()
{
Phase = AbilityRunState.Active;
@@ -31,33 +29,29 @@ namespace BaseGames.Enemies.Abilities
if (_contactDamage != null)
_contactDamage.enabled = true;
while (true)
// 追击直到玩家消失或被 AI 中断(退出追击的决策归 AI,见 EnemyBrainContext.InterruptAbilities
while (_enemy.PlayerTransform != null)
{
if (_enemy.PlayerTransform == null) break;
if (_enemy.SensorHub != null && !_enemy.SensorHub.IsDetecting(_aggroSlotName, _enemy.PlayerTransform.gameObject))
break;
_enemy.MoveTo(_enemy.PlayerTransform.position);
yield return null;
}
if (_contactDamage != null)
_contactDamage.enabled = false;
_enemy.StopMovement();
CleanupChase();
if (_endClip.Clip != null)
{
_animancer.Play(_endClip);
yield return EnemyAbilityWaits.Get(_endClip.Clip.length);
}
_enemy.SetAiPhase(AiPhase.Patrol);
}
protected override void OnInterrupted(InterruptReason reason)
protected override void OnInterrupted(InterruptReason reason) => CleanupChase();
private void CleanupChase()
{
if (_contactDamage != null)
_contactDamage.enabled = false;
_enemy.StopMovement();
}
}
}
+20
View File
@@ -297,6 +297,26 @@ namespace BaseGames.Enemies
public virtual bool IsPlayerVisible()
=> _threatAssessor != null ? _threatAssessor.IsThreatDetected : HasLineOfSight;
/// <summary>追逐感知:玩家是否在"追逐触发圆"(aggro 槽)内 → 触发追击。感知系统只回答"在不在",状态转换归 AI。</summary>
public bool InChaseZone()
=> _sensorHub != null && _playerTransform != null &&
_sensorHub.IsDetecting(Perception.SensorSlotNames.Aggro, _playerTransform.gameObject);
/// <summary>
/// 视野感知:玩家是否在视野(los/sight 槽)内。用于警觉升级与追击维持;
/// 无视野槽时回退用追逐感知(aggro)。感知系统只回答"在不在",状态转换归 AI。
/// </summary>
public bool InVisionZone()
{
if (_sensorHub == null || _playerTransform == null) return false;
bool hasVisionSlot = _sensorHub.HasSlot(Perception.SensorSlotNames.LOS)
|| _sensorHub.HasSlot(Perception.SensorSlotNames.Sight);
if (!hasVisionSlot) return InChaseZone(); // 缺省回退到追逐感知
var go = _playerTransform.gameObject;
return _sensorHub.IsDetecting(Perception.SensorSlotNames.LOS, go)
|| _sensorHub.IsDetecting(Perception.SensorSlotNames.Sight, go);
}
public virtual void FacePlayer()
{
if (_movement == null || _playerTransform == null) return;
@@ -45,6 +45,8 @@ namespace BaseGames.Enemies
[Min(0f)] public float DetectRange = 6f;
[Header("追击 & AI 阶段")]
[Tooltip("是否有警觉状态:勾选=未发现态进入视野先进警觉(朝向+警觉动画)再追击;不勾选=进入追逐感知直接追击")]
public bool HasAlertState = true;
[Tooltip("最大追击距离(m);超出后放弃追击切换搜查阶段")]
[Min(0f)] public float MaxChaseDistance = 15f;
[Tooltip("视线丢失判定超时(s);超过此时长无视线则切换搜查")]