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
@@ -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;
}
}