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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