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>
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@@ -3,53 +3,39 @@ using BaseGames.AI;
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namespace BaseGames.Enemies
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{
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/// <summary>
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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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/// 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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/// E001(草蛭)AI —— 纯决策层,复用 PerceptionStateMachine 的"待机/警觉/追击/巡逻"统一规则。
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/// 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。
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/// 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。
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/// </summary>
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[AiDefinition("E001")]
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public sealed class E001CaoZhiAi : AiScript
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{
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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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static IEnemyActor Actor(IAiContext c) => (IEnemyActor)c;
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protected override void Build(BrainBuilder b)
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{
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b.Entry("Idle_Disguise");
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PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
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{
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Idle = "Idle_Disguise",
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Patrol = "Move_Patrol",
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Alert = "Alert",
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Chase = "Chase",
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Death = "Death",
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Entry = "Idle_Disguise",
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Rest = "Move_Patrol",
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ChaseAbilityId = "e001_chase",
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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("Death").OnEvent(AiSignal.Died);
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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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.To("Skill_Start").When(c => c.Sensor.DetectsPlayer(), "DetectsPlayer");
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// 死亡:停下(Death 动画走物理状态机 EnemyStateType.Dead)
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b.State("Death")
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.OnEnter(c => c.Mover.Stop());
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OnIdleEnter = c => { c.Mover.Stop(); Actor(c).SetPhase(AiPhase.Idle); },
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OnPatrolEnter = c => { c.Mover.UsePatrolSpeed(); Actor(c).SetPhase(AiPhase.Patrol); },
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OnPatrolTick = c => c.Mover.WalkRandom(),
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// 警觉:停下、朝向玩家、切 Alert 阶段(播警觉动画+feedback)、张口占位
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OnAlertEnter = c => { c.Mover.Stop(); c.Mover.FacePlayer(); Actor(c).SetPhase(AiPhase.Alert); c.Combat.UseAbility("e001_alert"); },
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// 追击进入:切追击速度、朝向、Chase 阶段(追击能力由 PerceptionStateMachine 触发)
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OnChaseEnter = c => { c.Mover.UseChaseSpeed(); c.Mover.FacePlayer(); Actor(c).SetPhase(AiPhase.Chase); },
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// 追击退出:中断追击能力(停移动、关接触伤害)
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OnChaseExit = c => c.Combat.InterruptAbilities(),
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OnDeathEnter = c => c.Mover.Stop(),
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});
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}
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}
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}
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@@ -23,10 +23,10 @@ namespace BaseGames.Enemies
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public IActorVitals Vitals => this;
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public Blackboard Blackboard => _blackboard;
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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(供需要的敌人用)。</summary>
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public void Refresh(float dt)
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{
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if (DetectsPlayer() && _enemy.PlayerTransform != null)
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if (InVisionZone() && _enemy.PlayerTransform != null)
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{
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_lastKnown = _enemy.PlayerTransform.position;
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_lostTimer = 0f;
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@@ -45,17 +45,12 @@ namespace BaseGames.Enemies
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_lostTimer = 0f;
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}
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// ---- ISensor ----
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// ---- ISensor ----(纯感知查询,转换由 AI 状态机决定)
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public bool InChaseZone() => _enemy.InChaseZone();
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public bool InVisionZone() => _enemy.InVisionZone();
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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 LostFor(float seconds) => !DetectsPlayer() && _lostTimer >= seconds;
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public bool LostFor(float seconds) => !InVisionZone() && _lostTimer >= seconds;
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public Vector2 LastKnown => _lastKnown;
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// ---- IMover ----
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@@ -97,6 +92,8 @@ namespace BaseGames.Enemies
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var a = _enemy.Abilities?.Get(abilityId);
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return a != null && a.CanUse;
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}
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public void InterruptAbilities()
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=> _enemy.Abilities?.InterruptAll(Abilities.InterruptReason.ExternalRequest);
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// ---- IActorVitals ----
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public bool IsAlive => _enemy.IsAlive;
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@@ -113,5 +110,6 @@ namespace BaseGames.Enemies
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// ---- IEnemyActor ----
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public void SetPhase(AiPhase phase) => _enemy.SetAiPhase(phase);
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public bool HasAlertState => _enemy.StatsSO != null && _enemy.StatsSO.HasAlertState;
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}
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}
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@@ -9,5 +9,8 @@ namespace BaseGames.Enemies
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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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/// <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>
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bool HasAlertState { get; }
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}
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}
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@@ -0,0 +1,77 @@
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using System;
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using BaseGames.AI;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// 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》)。
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/// 职责边界:**状态转换逻辑在 AI 层(本类)**;感知系统只回答 InChaseZone/InVisionZone。
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/// 规则:
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/// 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。
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/// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉。
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/// 追击: 委托能力; 脱离视野→R(永不回警觉)。
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/// 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。
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/// </summary>
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public static class PerceptionStateMachine
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{
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public sealed class Config
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{
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public string Idle = "Idle";
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public string Patrol = "Patrol";
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public string Alert = "Alert";
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public string Chase = "Chase";
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public string Death = "Death";
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public string Entry = "Idle"; // 初始态
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public string Rest = "Patrol"; // R:降级(退出追击/警觉丢失)回到的静止态
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public string ChaseAbilityId; // 追击委托的能力 id(进入追击即触发;退出由 OnChaseExit 中断)
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public Action<IAiContext> OnIdleEnter;
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public Action<IAiContext> OnPatrolEnter;
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public Action<IAiContext> OnPatrolTick;
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public Action<IAiContext> OnAlertEnter;
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public Action<IAiContext> OnChaseEnter;
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public Action<IAiContext> OnChaseExit;
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public Action<IAiContext> OnDeathEnter;
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}
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public static void Add(BrainBuilder b, Config c)
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{
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b.Entry(c.Entry);
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b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先)
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// 待机 / 巡逻:未发现态,同样的升级转换(追逐优先、其次警觉)
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AddUndiscovered(b.State(c.Idle).OnEnter(x => c.OnIdleEnter?.Invoke(x)), c);
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AddUndiscovered(
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b.State(c.Patrol)
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.OnEnter(x => c.OnPatrolEnter?.Invoke(x))
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.Tick(x => c.OnPatrolTick?.Invoke(x)),
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c);
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// 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)
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b.State(c.Alert)
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.OnEnter(x => c.OnAlertEnter?.Invoke(x))
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.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
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.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
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// 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
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b.State(c.Chase)
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.OnEnter(x =>
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{
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c.OnChaseEnter?.Invoke(x);
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if (!string.IsNullOrEmpty(c.ChaseAbilityId)) x.Combat.UseAbility(c.ChaseAbilityId);
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})
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.OnExit(x => c.OnChaseExit?.Invoke(x))
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.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
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b.State(c.Death).OnEnter(x => c.OnDeathEnter?.Invoke(x));
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}
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// 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
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static void AddUndiscovered(BrainBuilder.StateBuilder sb, Config c)
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{
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sb.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
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.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
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}
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static bool HasAlert(IAiContext x) => x is IEnemyActor a && a.HasAlertState;
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}
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}
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@@ -0,0 +1,11 @@
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MonoImporter:
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serializedVersion: 2
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