feat(enemy): PerceptionStateMachine 增加 ApproachAttack 风格(寻路逼近↔选招攻击)+测试
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@@ -14,6 +14,9 @@ namespace BaseGames.Enemies
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/// </summary>
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public static class PerceptionStateMachine
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{
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/// <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>
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public enum EngagementStyle { ChaseAbility, ApproachAttack }
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public sealed class Config
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{
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public string Idle = "Idle";
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@@ -34,6 +37,11 @@ namespace BaseGames.Enemies
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// 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。
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// 由冷却门控 Patrol→Chase,避免"CD 期在追逐区每帧 Chase↔Patrol 来回抖"。
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public bool PatrolBetweenChases = false;
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// 交战风格(默认冲锋能力,保持现状);ApproachAttack 时启用 Approach↔Attack 两态子机。
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public EngagementStyle Engagement = EngagementStyle.ChaseAbility;
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public string ApproachState = "Approach";
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public string AttackState = "Attack";
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}
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public static void Add(BrainBuilder b, Config c)
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@@ -42,35 +50,66 @@ namespace BaseGames.Enemies
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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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// 进追击的条件:默认"在追逐区"。PatrolBetweenChases 时加冷却门——CD 中不回追击,
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// 使 Chase(冲刺)→Patrol(CD 巡逻)→Chase 循环不抖动。
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// 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。
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string chaseId = c.ChaseAbilityId;
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System.Func<IAiContext, bool> canChase = c.PatrolBetweenChases
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? (x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId))
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: (x => x.Sensor.InChaseZone());
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string chaseLabel = c.PatrolBetweenChases ? "InChaseZone+offCD" : "InChaseZone";
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System.Func<IAiContext, bool> canChase;
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string chaseLabel;
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if (c.Engagement == EngagementStyle.ChaseAbility && c.PatrolBetweenChases)
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{
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canChase = x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId);
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chaseLabel = "InChaseZone+offCD";
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}
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else
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{
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canChase = x => x.Sensor.InChaseZone();
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chaseLabel = "InChaseZone";
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}
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// 交战入口态:冲锋风格=Chase;逼近风格=Approach
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string combatEntry = c.Engagement == EngagementStyle.ApproachAttack ? c.ApproachState : c.Chase;
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// 待机 / 巡逻:未发现态,升级转换相同(追逐优先、其次警觉)
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AddLocomotionState(b, c.Idle, c.IdleMode)
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.To(c.Chase).When(canChase, chaseLabel)
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.To(combatEntry).When(canChase, chaseLabel)
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.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
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AddLocomotionState(b, c.Patrol, c.PatrolMode)
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.To(c.Chase).When(canChase, chaseLabel)
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.To(combatEntry).When(canChase, chaseLabel)
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.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
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// 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内保持(朝向玩家)
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AddLocomotionState(b, c.Alert, c.AlertMode)
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.To(c.Chase).When(canChase, chaseLabel)
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.To(combatEntry).When(canChase, chaseLabel)
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.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
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// 追击退出:
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// 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,
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// 是否再冲刺交由 Patrol 侧冷却门控。
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// 默认: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。
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var chase = AddAbilityState(b, c.Chase, chaseId);
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if (c.PatrolBetweenChases)
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chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD");
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if (c.Engagement == EngagementStyle.ApproachAttack)
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{
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// Approach:寻路逼近;有招够得着→Attack;脱离全部感知→R
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b.State(c.ApproachState)
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.OnEnter(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
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.Tick(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
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.OnExit(x => x.Locomotion.Stop())
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.To(c.AttackState).When(x => x.Combat.HasEligibleAttack(), "attackInRange")
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.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
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// Attack:停逼近 + 选招攻击;打完回 Approach;脱离感知→R
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b.State(c.AttackState)
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.OnEnter(x => { x.Locomotion.Stop(); x.Combat.UseBestAttack(); })
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.OnExit(x => x.Combat.InterruptAbilities())
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.To(c.ApproachState).When(x => !x.Combat.IsAbilityRunning(), "attackDone")
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.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
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}
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else
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chase.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
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{
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// 追击退出:
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// 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,
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// 是否再冲刺交由 Patrol 侧冷却门控。
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// 默认: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。
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var chase = AddAbilityState(b, c.Chase, chaseId);
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if (c.PatrolBetweenChases)
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chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD");
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else
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chase.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
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}
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// 死亡:终态(无转出);死亡演出走物理状态机
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AddAbilityState(b, c.Death, c.DeathAbilityId);
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