feat(enemy): PerceptionStateMachine 增加 ApproachAttack 风格(寻路逼近↔选招攻击)+测试
This commit is contained in:
@@ -275,6 +275,88 @@ namespace BaseGames.Tests.EditMode.AI
|
||||
Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode); // 落地即巡逻移动意图
|
||||
}
|
||||
|
||||
// ── ApproachAttack 交战风格 ───────────────────────────────────────
|
||||
static AiGraph GraphApproach(string entry = "Idle")
|
||||
{
|
||||
var b = new BrainBuilder();
|
||||
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
|
||||
{
|
||||
Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Death = "Death",
|
||||
Entry = entry, Rest = "Patrol",
|
||||
IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face,
|
||||
Engagement = PerceptionStateMachine.EngagementStyle.ApproachAttack,
|
||||
ApproachState = "Approach", AttackState = "Attack",
|
||||
});
|
||||
return b.Build();
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Approach_EnteredFromChaseZone_UsesPursue()
|
||||
{
|
||||
var ctx = new Ctx();
|
||||
var rt = new AiRuntime(GraphApproach(), ctx);
|
||||
ctx.S.Chase = true;
|
||||
rt.Tick(0.1f);
|
||||
Assert.AreEqual("Approach", rt.CurrentStateName);
|
||||
CollectionAssert.Contains(ctx.L.Calls, "Pursue");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Approach_ToAttack_WhenEligibleAttack()
|
||||
{
|
||||
var ctx = new Ctx();
|
||||
var rt = new AiRuntime(GraphApproach(), ctx);
|
||||
ctx.S.Chase = true; rt.Tick(0.1f);
|
||||
ctx.C.Eligible = true;
|
||||
rt.Tick(0.1f);
|
||||
Assert.AreEqual("Attack", rt.CurrentStateName);
|
||||
CollectionAssert.Contains(ctx.C.Used, "best");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Attack_StopsLocomotion_OnEnter()
|
||||
{
|
||||
var ctx = new Ctx();
|
||||
var rt = new AiRuntime(GraphApproach(), ctx);
|
||||
ctx.S.Chase = true; rt.Tick(0.1f);
|
||||
ctx.C.Eligible = true; rt.Tick(0.1f);
|
||||
CollectionAssert.Contains(ctx.L.Calls, "Stop");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Attack_ToApproach_WhenAttackDone()
|
||||
{
|
||||
var ctx = new Ctx();
|
||||
var rt = new AiRuntime(GraphApproach(), ctx);
|
||||
ctx.S.Chase = true; rt.Tick(0.1f);
|
||||
ctx.C.Eligible = true; rt.Tick(0.1f);
|
||||
Assert.AreEqual("Attack", rt.CurrentStateName);
|
||||
ctx.C.Running = null;
|
||||
rt.Tick(0.1f);
|
||||
Assert.AreEqual("Approach", rt.CurrentStateName);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Approach_ToRest_WhenLeftAllZones()
|
||||
{
|
||||
var ctx = new Ctx();
|
||||
var rt = new AiRuntime(GraphApproach(), ctx);
|
||||
ctx.S.Chase = true; rt.Tick(0.1f);
|
||||
ctx.S.Chase = false; ctx.S.Vision = false;
|
||||
rt.Tick(0.1f);
|
||||
Assert.AreEqual("Patrol", rt.CurrentStateName);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ApproachAttack_Death_IsGlobal()
|
||||
{
|
||||
var ctx = new Ctx();
|
||||
var rt = new AiRuntime(GraphApproach(), ctx);
|
||||
ctx.S.Chase = true; rt.Tick(0.1f);
|
||||
rt.Send(AiSignal.Died); rt.Tick(0.1f);
|
||||
Assert.AreEqual("Death", rt.CurrentStateName);
|
||||
}
|
||||
|
||||
// ── 死亡(全局事件,任意态可达)───────────────────────────────────
|
||||
|
||||
[Test]
|
||||
|
||||
@@ -14,6 +14,9 @@ namespace BaseGames.Enemies
|
||||
/// </summary>
|
||||
public static class PerceptionStateMachine
|
||||
{
|
||||
/// <summary>交战风格:单一冲锋能力,或"寻路逼近 + 选招攻击"两态子机。</summary>
|
||||
public enum EngagementStyle { ChaseAbility, ApproachAttack }
|
||||
|
||||
public sealed class Config
|
||||
{
|
||||
public string Idle = "Idle";
|
||||
@@ -34,6 +37,11 @@ namespace BaseGames.Enemies
|
||||
// 追击=带冷却的冲刺能力时开启(opt-in):冲刺打完→巡逻(CD 期),冷却结束且仍在追逐区→再冲刺。
|
||||
// 由冷却门控 Patrol→Chase,避免"CD 期在追逐区每帧 Chase↔Patrol 来回抖"。
|
||||
public bool PatrolBetweenChases = false;
|
||||
|
||||
// 交战风格(默认冲锋能力,保持现状);ApproachAttack 时启用 Approach↔Attack 两态子机。
|
||||
public EngagementStyle Engagement = EngagementStyle.ChaseAbility;
|
||||
public string ApproachState = "Approach";
|
||||
public string AttackState = "Attack";
|
||||
}
|
||||
|
||||
public static void Add(BrainBuilder b, Config c)
|
||||
@@ -42,35 +50,66 @@ namespace BaseGames.Enemies
|
||||
b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先)
|
||||
|
||||
// 进追击的条件:默认"在追逐区"。PatrolBetweenChases 时加冷却门——CD 中不回追击,
|
||||
// 使 Chase(冲刺)→Patrol(CD 巡逻)→Chase 循环不抖动。
|
||||
// 使 Chase(冲刺)→Patrol(CD 巡逻)→Chase 循环不抖动。冷却门仅在冲锋能力风格下生效。
|
||||
string chaseId = c.ChaseAbilityId;
|
||||
System.Func<IAiContext, bool> canChase = c.PatrolBetweenChases
|
||||
? (x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId))
|
||||
: (x => x.Sensor.InChaseZone());
|
||||
string chaseLabel = c.PatrolBetweenChases ? "InChaseZone+offCD" : "InChaseZone";
|
||||
System.Func<IAiContext, bool> canChase;
|
||||
string chaseLabel;
|
||||
if (c.Engagement == EngagementStyle.ChaseAbility && c.PatrolBetweenChases)
|
||||
{
|
||||
canChase = x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId);
|
||||
chaseLabel = "InChaseZone+offCD";
|
||||
}
|
||||
else
|
||||
{
|
||||
canChase = x => x.Sensor.InChaseZone();
|
||||
chaseLabel = "InChaseZone";
|
||||
}
|
||||
|
||||
// 交战入口态:冲锋风格=Chase;逼近风格=Approach
|
||||
string combatEntry = c.Engagement == EngagementStyle.ApproachAttack ? c.ApproachState : c.Chase;
|
||||
|
||||
// 待机 / 巡逻:未发现态,升级转换相同(追逐优先、其次警觉)
|
||||
AddLocomotionState(b, c.Idle, c.IdleMode)
|
||||
.To(c.Chase).When(canChase, chaseLabel)
|
||||
.To(combatEntry).When(canChase, chaseLabel)
|
||||
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
|
||||
AddLocomotionState(b, c.Patrol, c.PatrolMode)
|
||||
.To(c.Chase).When(canChase, chaseLabel)
|
||||
.To(combatEntry).When(canChase, chaseLabel)
|
||||
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
|
||||
|
||||
// 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内保持(朝向玩家)
|
||||
AddLocomotionState(b, c.Alert, c.AlertMode)
|
||||
.To(c.Chase).When(canChase, chaseLabel)
|
||||
.To(combatEntry).When(canChase, chaseLabel)
|
||||
.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
|
||||
|
||||
// 追击退出:
|
||||
// PatrolBetweenChases: 冲刺打完(能力结束)→R(CD 期巡逻);committed 冲锋不被感知丢失中途打断,
|
||||
// 是否再冲刺交由 Patrol 侧冷却门控。
|
||||
// 默认: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。
|
||||
var chase = AddAbilityState(b, c.Chase, chaseId);
|
||||
if (c.PatrolBetweenChases)
|
||||
chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD");
|
||||
if (c.Engagement == EngagementStyle.ApproachAttack)
|
||||
{
|
||||
// Approach:寻路逼近;有招够得着→Attack;脱离全部感知→R
|
||||
b.State(c.ApproachState)
|
||||
.OnEnter(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
|
||||
.Tick(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
|
||||
.OnExit(x => x.Locomotion.Stop())
|
||||
.To(c.AttackState).When(x => x.Combat.HasEligibleAttack(), "attackInRange")
|
||||
.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
|
||||
|
||||
// Attack:停逼近 + 选招攻击;打完回 Approach;脱离感知→R
|
||||
b.State(c.AttackState)
|
||||
.OnEnter(x => { x.Locomotion.Stop(); x.Combat.UseBestAttack(); })
|
||||
.OnExit(x => x.Combat.InterruptAbilities())
|
||||
.To(c.ApproachState).When(x => !x.Combat.IsAbilityRunning(), "attackDone")
|
||||
.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
|
||||
}
|
||||
else
|
||||
chase.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
|
||||
{
|
||||
// 追击退出:
|
||||
// PatrolBetweenChases: 冲刺打完(能力结束)→R(CD 期巡逻);committed 冲锋不被感知丢失中途打断,
|
||||
// 是否再冲刺交由 Patrol 侧冷却门控。
|
||||
// 默认: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。
|
||||
var chase = AddAbilityState(b, c.Chase, chaseId);
|
||||
if (c.PatrolBetweenChases)
|
||||
chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD");
|
||||
else
|
||||
chase.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
|
||||
}
|
||||
|
||||
// 死亡:终态(无转出);死亡演出走物理状态机
|
||||
AddAbilityState(b, c.Death, c.DeathAbilityId);
|
||||
|
||||
Reference in New Issue
Block a user