feat(ai): BrainGraph AiGraph + BrainBuilder(fluent, 显式标签, 目标校验)

This commit is contained in:
2026-07-03 14:04:51 +08:00
parent 3d6cef1f41
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using NUnit.Framework;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public class BrainBuilderTests
{
static AiGraph BuildSample()
{
var b = new BrainBuilder();
b.Entry("Patrol");
b.Global().To("Dead").OnEvent(AiSignal.Died);
b.State("Patrol")
.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
b.State("Chase")
.To("Patrol").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
b.State("Dead");
return b.Build();
}
[Test]
public void Build_SetsEntryState()
{
Assert.AreEqual("Patrol", BuildSample().EntryState);
}
[Test]
public void Build_RegistersAllStates()
{
var g = BuildSample();
CollectionAssert.AreEquivalent(
new[] { "Patrol", "Chase", "Dead" },
System.Linq.Enumerable.ToList(g.StateNames));
}
[Test]
public void Build_UsesExplicitConditionLabel()
{
var g = BuildSample();
var t = g.GetState("Patrol").Transitions[0];
Assert.AreEqual("SeesPlayer", t.Label);
}
[Test]
public void Build_UnlabeledCondition_FallsBackToCond()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A").To("B").When(c => true);
b.State("B");
var g = b.Build();
Assert.AreEqual("cond", g.GetState("A").Transitions[0].Label);
}
[Test]
public void Build_GlobalTransitionsAreSeparate()
{
var g = BuildSample();
Assert.AreEqual(1, g.GlobalTransitions.Count);
Assert.AreEqual("Dead", g.GlobalTransitions[0].Target);
Assert.AreEqual(AiSignal.Died, g.GlobalTransitions[0].Event);
}
[Test]
public void Build_UnknownTransitionTarget_Throws()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A").To("Nonexistent").When(c => true);
Assert.Throws<System.InvalidOperationException>(() => b.Build());
}
}
}
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using System.Collections.Generic;
namespace BaseGames.AI
{
/// <summary>
/// 不可变状态图,每敌人类型构建一次、所有实例共享(flyweight)。
/// 既被 AiRuntime 执行,又被导出器/调试器只读投影。
/// </summary>
public sealed class AiGraph
{
readonly Dictionary<string, AiState> _states;
public string EntryState { get; }
public IReadOnlyList<Transition> GlobalTransitions { get; }
public AiGraph(string entry, Dictionary<string, AiState> states, IReadOnlyList<Transition> globals)
{
EntryState = entry;
_states = states;
GlobalTransitions = globals;
}
public AiState GetState(string name) => _states[name];
public bool HasState(string name) => _states.ContainsKey(name);
public IEnumerable<string> StateNames => _states.Keys;
public IEnumerable<AiState> States => _states.Values;
}
}
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using System;
namespace BaseGames.AI
{
/// <summary>标注一个 AiScript 对应的敌人类型 id,供 AiDefinitionRegistry 反射收集(第 3 阶段)。</summary>
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
public sealed class AiDefinitionAttribute : Attribute
{
public string Id { get; }
public AiDefinitionAttribute(string id) => Id = id;
}
/// <summary>
/// 一种敌人 AI 的声明基类(唯一事实来源)。子类实现 Build 用 fluent 描述状态机。
/// 构建结果 AiGraph 每类型只建一次、实例共享(flyweight)。
/// </summary>
public abstract class AiScript
{
AiGraph _cached;
/// <summary>惰性构建并缓存共享 AiGraph。</summary>
public AiGraph GetOrBuildGraph()
{
if (_cached == null)
{
var b = new BrainBuilder();
Build(b);
_cached = b.Build();
}
return _cached;
}
protected abstract void Build(BrainBuilder b);
}
}
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using System;
using System.Collections.Generic;
namespace BaseGames.AI
{
/// <summary>fluent builder:声明层的唯一入口。构建出不可变 AiGraph。</summary>
public sealed class BrainBuilder
{
readonly Dictionary<string, AiState> _states = new Dictionary<string, AiState>();
readonly List<Transition> _globals = new List<Transition>();
string _entry;
public BrainBuilder Entry(string stateName)
{
_entry = stateName;
return this;
}
public StateBuilder State(string name)
{
if (!_states.TryGetValue(name, out var s))
{
s = new AiState(name);
_states[name] = s;
}
return new StateBuilder(this, s);
}
public GlobalBuilder Global() => new GlobalBuilder(this);
internal void AddGlobal(Transition t) => _globals.Add(t);
public AiGraph Build()
{
if (string.IsNullOrEmpty(_entry))
throw new InvalidOperationException("BrainBuilder: 未设置 Entry 状态。");
if (!_states.ContainsKey(_entry))
throw new InvalidOperationException($"BrainBuilder: Entry 状态 '{_entry}' 未声明。");
foreach (var s in _states.Values)
foreach (var t in s.Transitions)
if (!_states.ContainsKey(t.Target))
throw new InvalidOperationException(
$"BrainBuilder: 状态 '{s.Name}' 的转换指向未声明状态 '{t.Target}'。");
foreach (var t in _globals)
if (!_states.ContainsKey(t.Target))
throw new InvalidOperationException(
$"BrainBuilder: 全局转换指向未声明状态 '{t.Target}'。");
return new AiGraph(_entry, _states, _globals);
}
public sealed class StateBuilder
{
readonly BrainBuilder _owner;
readonly AiState _state;
internal StateBuilder(BrainBuilder owner, AiState state) { _owner = owner; _state = state; }
public StateBuilder OnEnter(Action<IAiContext> fn) { _state.OnEnter = fn; return this; }
public StateBuilder Tick(Action<IAiContext> fn) { _state.OnTick = (c, _) => fn(c); return this; }
public StateBuilder Tick(Action<IAiContext, float> fn) { _state.OnTick = fn; return this; }
public StateBuilder OnExit(Action<IAiContext> fn) { _state.OnExit = fn; return this; }
public TransitionBuilder To(string target) => new TransitionBuilder(_owner, this, _state, target);
}
public sealed class TransitionBuilder
{
readonly BrainBuilder _owner;
readonly StateBuilder _stateBuilder;
readonly AiState _state;
readonly string _target;
internal TransitionBuilder(BrainBuilder owner, StateBuilder sb, AiState state, string target)
{ _owner = owner; _stateBuilder = sb; _state = state; _target = target; }
/// <summary>
/// 条件转换。label 为可读标签(用于 Mermaid 边 / trace 触发原因),
/// C# 9 环境下需显式传入;不传则回退为 "cond"。
/// </summary>
public StateBuilder When(Func<IAiContext, bool> cond, string label = null)
{
_state.Transitions.Add(Transition.OnCondition(_target, cond, label ?? "cond"));
return _stateBuilder;
}
/// <summary>事件转换。</summary>
public StateBuilder OnEvent(AiSignal evt)
{
_state.Transitions.Add(Transition.OnEvent(_target, evt));
return _stateBuilder;
}
/// <summary>在本状态停留 seconds 秒后转换(读 runtime 的状态计时器)。Task 5 回填实现。</summary>
public StateBuilder After(float seconds)
{
// 依赖 AiRuntime.TimeInStateTask 5 定义)。本任务先临时抛异常以通过编译,Task 5 回填正式实现。
throw new NotImplementedException("After 将在 Task 5 回填(依赖 AiRuntime 状态计时器)。");
}
}
public sealed class GlobalBuilder
{
readonly BrainBuilder _owner;
string _pendingTarget;
internal GlobalBuilder(BrainBuilder owner) { _owner = owner; }
public GlobalBuilder To(string target) { _pendingTarget = target; return this; }
public GlobalBuilder OnEvent(AiSignal evt)
{
_owner.AddGlobal(Transition.OnEvent(_pendingTarget, evt));
return this;
}
public GlobalBuilder When(Func<IAiContext, bool> cond, string label = null)
{
_owner.AddGlobal(Transition.OnCondition(_pendingTarget, cond, label ?? "cond"));
return this;
}
}
}
}
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