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(),
});
}
}
}