diff --git a/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs b/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs deleted file mode 100644 index ca004669..00000000 --- a/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs +++ /dev/null @@ -1,489 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; -using NUnit.Framework; -using BaseGames.AI; -using BaseGames.Enemies; - -namespace BaseGames.Tests.EditMode.AI -{ - /// - /// PerceptionStateMachine 全感知↔状态矩阵测试(spec《敌人感知↔状态》): - /// 待机/巡逻(未发现) → 追击(优先)/警觉(次);警觉 → 追击/降级R/保持; - /// 追击 → 脱离全部感知才降级R(永不回警觉);死亡=全局事件。 - /// 覆盖 HasAlert 分支、locomotion 意图、追击能力触发/中断、de-escalation。 - /// - public class PerceptionStateMachineTests - { - // 实现 IAiContext + IEnemyActor(HasAlertState 可配),复用 FakeAiContext.cs 的子 fake。 - sealed class Ctx : IAiContext, IEnemyActor - { - public FakeSensor S = new FakeSensor(); - public FakeLocomotion L = new FakeLocomotion(); - public FakeCombat C = new FakeCombat(); - public FakeVitals V = new FakeVitals(); - public Blackboard BB = new Blackboard(); - public bool HasAlert = true; - - public ISensor Sensor => S; - public IEnemyLocomotion Locomotion => L; - public ICombatant Combat => C; - public IActorVitals Vitals => V; - public Blackboard Blackboard => BB; - public bool HasAlertState => HasAlert; - } - - static AiGraph Graph(string entry = "Idle") - { - var b = new BrainBuilder(); - PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config - { - Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death", - Entry = entry, Rest = "Patrol", - IdleMode = LocomotionMode.Idle, - PatrolMode = LocomotionMode.Patrol, - AlertMode = LocomotionMode.Face, - ChaseAbilityId = "chase", - }); - return b.Build(); - } - - // PatrolBetweenChases 变体:冲刺打完→巡逻(CD),冷却结束仍在追逐区→再冲刺。 - static AiGraph GraphCD() - { - var b = new BrainBuilder(); - PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config - { - Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death", - Entry = "Idle", Rest = "Patrol", - IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face, - ChaseAbilityId = "chase", - PatrolBetweenChases = true, - }); - return b.Build(); - } - - // ── 入口 / 待机 ─────────────────────────────────────────────────── - - [Test] - public void Entry_IsIdle_WithIdleLocomotion() - { - var ctx = new Ctx(); - var rt = new AiRuntime(Graph(), ctx); - Assert.AreEqual("Idle", rt.CurrentStateName); - Assert.AreEqual(LocomotionMode.Idle, ctx.L.CurrentMode); - } - - [Test] - public void Idle_Stays_WhenNoPerception() - { - var ctx = new Ctx(); - var rt = new AiRuntime(Graph(), ctx); - rt.Tick(0.1f); - Assert.AreEqual("Idle", rt.CurrentStateName); - } - - [Test] - public void Idle_ToChase_WhenInChaseZone() - { - var ctx = new Ctx(); - var rt = new AiRuntime(Graph(), ctx); - ctx.S.Chase = true; - rt.Tick(0.1f); - Assert.AreEqual("Chase", rt.CurrentStateName); - } - - [Test] - public void Idle_ToAlert_WhenInVision_AndHasAlert() - { - var ctx = new Ctx { HasAlert = true }; - var rt = new AiRuntime(Graph(), ctx); - ctx.S.Vision = true; - rt.Tick(0.1f); - Assert.AreEqual("Alert", rt.CurrentStateName); - } - - [Test] - public void Idle_StaysIdle_WhenInVision_ButNoAlertState() - { - var ctx = new Ctx { HasAlert = false }; // 无警觉态 → 不进警觉 - var rt = new AiRuntime(Graph(), ctx); - ctx.S.Vision = true; - rt.Tick(0.1f); - Assert.AreEqual("Idle", rt.CurrentStateName); - } - - [Test] - public void Idle_ChaseBeatsAlert_WhenBothZones() - { - var ctx = new Ctx { HasAlert = true }; - var rt = new AiRuntime(Graph(), ctx); - ctx.S.Chase = true; ctx.S.Vision = true; // 两者都满足 → 追击优先 - rt.Tick(0.1f); - Assert.AreEqual("Chase", rt.CurrentStateName); - } - - // ── 巡逻(entry=Patrol):与待机同规则 ───────────────────────────── - - [Test] - public void Patrol_ToChase_WhenInChaseZone() - { - var ctx = new Ctx(); - var rt = new AiRuntime(Graph("Patrol"), ctx); - Assert.AreEqual("Patrol", rt.CurrentStateName); - Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode); - ctx.S.Chase = true; - rt.Tick(0.1f); - Assert.AreEqual("Chase", rt.CurrentStateName); - } - - [Test] - public void Patrol_ToAlert_WhenInVision_AndHasAlert() - { - var ctx = new Ctx { HasAlert = true }; - var rt = new AiRuntime(Graph("Patrol"), ctx); - ctx.S.Vision = true; - rt.Tick(0.1f); - Assert.AreEqual("Alert", rt.CurrentStateName); - } - - // ── 警觉 ────────────────────────────────────────────────────────── - - Ctx InAlert(out AiRuntime rt) - { - var ctx = new Ctx { HasAlert = true }; - rt = new AiRuntime(Graph(), ctx); - ctx.S.Vision = true; // Idle → Alert - rt.Tick(0.1f); - Assert.AreEqual("Alert", rt.CurrentStateName); - return ctx; - } - - [Test] - public void Alert_AppliesFaceLocomotion() - { - var ctx = InAlert(out var rt); - Assert.AreEqual(LocomotionMode.Face, ctx.L.CurrentMode); - CollectionAssert.Contains(ctx.L.Calls, "Face"); - } - - [Test] - public void Alert_ToChase_WhenInChaseZone() - { - var ctx = InAlert(out var rt); - ctx.S.Chase = true; - rt.Tick(0.1f); - Assert.AreEqual("Chase", rt.CurrentStateName); - } - - [Test] - public void Alert_ToRest_WhenLeftVision() - { - var ctx = InAlert(out var rt); - ctx.S.Vision = false; // 脱离视野 → 降级 R(=Patrol) - rt.Tick(0.1f); - Assert.AreEqual("Patrol", rt.CurrentStateName); - } - - [Test] - public void Alert_Stays_WhenStillInVision() - { - var ctx = InAlert(out var rt); - ctx.S.Vision = true; ctx.S.Chase = false; - rt.Tick(0.1f); - Assert.AreEqual("Alert", rt.CurrentStateName); - } - - // ── 追击 ────────────────────────────────────────────────────────── - - Ctx InChase(out AiRuntime rt) - { - var ctx = new Ctx(); - rt = new AiRuntime(Graph(), ctx); - ctx.S.Chase = true; // Idle → Chase - rt.Tick(0.1f); - Assert.AreEqual("Chase", rt.CurrentStateName); - return ctx; - } - - [Test] - public void Chase_TriggersAbility_NotLocomotion() - { - var ctx = InChase(out var rt); - CollectionAssert.Contains(ctx.C.Used, "chase"); // 触发追击能力 - // 进 Chase 后不应再有 locomotion 意图声明(追击移动归能力) - int lastStop = ctx.L.Calls.FindLastIndex(s => s == "Stop"); - var afterEnter = ctx.L.Calls.GetRange(lastStop + 1, ctx.L.Calls.Count - lastStop - 1); - CollectionAssert.IsEmpty(afterEnter); - } - - [Test] - public void Chase_ToRest_WhenLeftAllZones() - { - var ctx = InChase(out var rt); - ctx.S.Chase = false; ctx.S.Vision = false; // 追逐区且视野区都不在 → R - rt.Tick(0.1f); - Assert.AreEqual("Patrol", rt.CurrentStateName); - } - - [Test] - public void Chase_Stays_WhenInChaseZoneOnly() - { - var ctx = InChase(out var rt); - ctx.S.Chase = true; ctx.S.Vision = false; // 视野被墙挡漏检,但仍在追逐区 - rt.Tick(0.1f); - Assert.AreEqual("Chase", rt.CurrentStateName); - } - - [Test] - public void Chase_Stays_WhenInVisionZoneOnly() - { - var ctx = InChase(out var rt); - ctx.S.Chase = false; ctx.S.Vision = true; // 出追逐区但仍在视野 → 不降级 - rt.Tick(0.1f); - Assert.AreEqual("Chase", rt.CurrentStateName); - } - - [Test] - public void Chase_NeverGoesToAlert() - { - // 追击中即便"在视野且有警觉态",也绝不回警觉——只在脱离全部感知时降级 R。 - var ctx = InChase(out var rt); - ctx.HasAlert = true; - ctx.S.Chase = false; ctx.S.Vision = true; - rt.Tick(0.1f); - Assert.AreEqual("Chase", rt.CurrentStateName); // 不是 Alert - Assert.AreNotEqual("Alert", rt.CurrentStateName); - } - - [Test] - public void Chase_OnExit_InterruptsAbility() - { - var ctx = InChase(out var rt); - Assert.AreEqual("chase", ctx.C.Running); // 追击能力运行中 - ctx.S.Chase = false; ctx.S.Vision = false; - rt.Tick(0.1f); // Chase → R,OnExit 中断能力 - Assert.IsNull(ctx.C.Running); - } - - [Test] - public void RestIsPatrol_AfterChaseDeescalation() - { - var ctx = InChase(out var rt); - ctx.S.Chase = false; ctx.S.Vision = false; - rt.Tick(0.1f); - Assert.AreEqual("Patrol", rt.CurrentStateName); // R = Patrol - 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); - } - - // 进 Attack 后玩家脱离全部感知区:攻击仍在跑 → 不回 Approach,改判 leftAllZones → Rest(Patrol)。 - [Test] - public void Attack_ToRest_WhenLeftAllZones() - { - var ctx = new Ctx(); - var rt = new AiRuntime(GraphApproach(), ctx); - ctx.S.Chase = true; rt.Tick(0.1f); // → Approach - ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack, Running="best" - Assert.AreEqual("Attack", rt.CurrentStateName); - ctx.S.Chase = false; ctx.S.Vision = false; // 攻击仍 running,但脱离全部感知 - rt.Tick(0.1f); - Assert.AreEqual("Patrol", rt.CurrentStateName); - } - - // 死亡是全局事件,从 Attack 态也能达 Death。 - [Test] - public void ApproachAttack_Death_FromAttack() - { - var ctx = new Ctx(); - var rt = new AiRuntime(GraphApproach(), ctx); - ctx.S.Chase = true; rt.Tick(0.1f); // → Approach - ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack - Assert.AreEqual("Attack", rt.CurrentStateName); - 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] - public void Death_OnDiedSignal_FromIdle() - { - var ctx = new Ctx(); - var rt = new AiRuntime(Graph(), ctx); - rt.Send(AiSignal.Died); - rt.Tick(0.1f); - Assert.AreEqual("Death", rt.CurrentStateName); - } - - [Test] - public void Death_OnDiedSignal_FromChase() - { - var ctx = InChase(out var rt); - rt.Send(AiSignal.Died); - rt.Tick(0.1f); - Assert.AreEqual("Death", rt.CurrentStateName); - } - - [Test] - public void Death_IsTerminal_NoTransitionOut() - { - var ctx = new Ctx(); - var rt = new AiRuntime(Graph(), ctx); - rt.Send(AiSignal.Died); rt.Tick(0.1f); - Assert.AreEqual("Death", rt.CurrentStateName); - ctx.S.Chase = true; ctx.S.Vision = true; // 即便重新满足感知也不复活 - rt.Tick(0.1f); - Assert.AreEqual("Death", rt.CurrentStateName); - } - - // ── PatrolBetweenChases(CD 期巡逻)─────────────────────────────── - - // 驱动到 Chase 后模拟冲刺进行中(能力 running)。 - Ctx InCD_Chase(out AiRuntime rt) - { - var ctx = new Ctx(); - rt = new AiRuntime(GraphCD(), ctx); - ctx.S.Chase = true; ctx.C.CanUse = true; - rt.Tick(0.1f); // Idle → Chase,OnEnter 触发冲刺(Running="chase") - Assert.AreEqual("Chase", rt.CurrentStateName); - Assert.AreEqual("chase", ctx.C.Running); - return ctx; - } - - [Test] - public void CD_Chase_Stays_WhileDashRunning() - { - var ctx = InCD_Chase(out var rt); - ctx.S.Chase = false; ctx.S.Vision = false; // 冲刺是 committed 冲锋:感知丢失也不中途打断 - rt.Tick(0.1f); - Assert.AreEqual("Chase", rt.CurrentStateName); - } - - [Test] - public void CD_Chase_ToPatrol_WhenDashDone() - { - var ctx = InCD_Chase(out var rt); - ctx.C.Running = null; ctx.C.CanUse = false; // 冲刺打完,进入冷却 - rt.Tick(0.1f); - Assert.AreEqual("Patrol", rt.CurrentStateName); // 冲完→CD 期巡逻 - } - - [Test] - public void CD_Patrol_Stays_DuringCooldown_NoOscillation() - { - var ctx = InCD_Chase(out var rt); - ctx.C.Running = null; ctx.C.CanUse = false; - rt.Tick(0.1f); // → Patrol - Assert.AreEqual("Patrol", rt.CurrentStateName); - // CD 中仍在追逐区:不能回追击,多帧保持巡逻(不抖) - ctx.S.Chase = true; ctx.C.CanUse = false; - for (int i = 0; i < 5; i++) rt.Tick(0.1f); - Assert.AreEqual("Patrol", rt.CurrentStateName); - } - - [Test] - public void CD_Patrol_ToChase_WhenCooldownEnds_AndStillInChaseZone() - { - var ctx = InCD_Chase(out var rt); - ctx.C.Running = null; ctx.C.CanUse = false; - rt.Tick(0.1f); // → Patrol - ctx.S.Chase = true; ctx.C.CanUse = true; // 冷却结束 + 仍在追逐区 - rt.Tick(0.1f); - Assert.AreEqual("Chase", rt.CurrentStateName); // 再次冲刺 - Assert.AreEqual("chase", ctx.C.Running); - } - - [Test] - public void CD_Patrol_StaysHome_WhenPlayerLost() - { - var ctx = InCD_Chase(out var rt); - ctx.C.Running = null; ctx.C.CanUse = false; - rt.Tick(0.1f); // → Patrol - // 玩家丢失(脱离追逐区):即便冷却结束也不回追击,留在巡逻(降级回家) - ctx.S.Chase = false; ctx.S.Vision = false; ctx.C.CanUse = true; - rt.Tick(0.1f); - Assert.AreEqual("Patrol", rt.CurrentStateName); - } - } -} diff --git a/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs.meta b/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs.meta deleted file mode 100644 index 0ce20998..00000000 --- a/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 11d9c7954aefbd84e93387db27268546 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs index b5bd5f86..e5cc6c24 100644 --- a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs +++ b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs @@ -3,35 +3,17 @@ using BaseGames.AI; namespace BaseGames.Enemies { /// - /// 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:每个状态触发哪个能力(待机=伪装静止、巡逻=游走、警觉=张口、追击=接触追击)。 - /// AI 只决策(进哪个状态/转换条件/触发哪个能力);移动/朝向/停/速度/动画/伤害/阶段声明全部在能力里实现。 - /// 依据 Docs/Game/Design/小怪设计-程序开发文档-01.md。 + /// E001(草蛭)AI —— 纯决策层,组装两层模块。 + /// 出生伪装静止(伪装成石头),一旦交战过就只回巡逻;追击=带冷却的接触冲锋, + /// 起手即锁定、打完回巡逻走冷却;死亡演出走物理状态机(EnemyBase.PerformDeath)。 + /// AI 只决策;移动 / 朝向 / 速度 / 动画 / 伤害全部在能力与 EnemyLocomotion 里实现。 + /// 依据 Docs/Game/敌人/小怪/E001_草蛭.md。 /// [AiDefinition("E001")] public sealed class E001CaoZhiAi : AiScript { - protected override void Build(BrainBuilder b) - { - PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config - { - Idle = "Idle_Disguise", - Patrol = "Move_Patrol", - Alert = "Alert", - Chase = "Chase", - Death = "Death", - // [临时调试] 出生即巡逻,用于真机验证"中心悬空导致导航寻路失效"是否真实存在。 - // 验证完成后必须改回 "Idle_Disguise"(伪装静止)。 - Entry = "Move_Patrol", - Rest = "Move_Patrol", - - IdleMode = LocomotionMode.Idle, - PatrolMode = LocomotionMode.Patrol, - AlertMode = LocomotionMode.Face, - ChaseAbilityId = "e001_chase", - PatrolBetweenChases = true, // 冲刺=带冷却的冲锋:冲完→CD 期巡逻→冷却结束仍在追逐区→再冲 - // DeathAbilityId 留空:死亡演出走物理状态机(EnemyBase.PerformDeath) - }); - } + protected override void Build(BrainBuilder b) => PerceptionSkeleton.Add(b, + unaware: new DisguiseThenPatrol(), + engagement: new RushEngagement("e001_chase", RushExit.Committed)); } } diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs deleted file mode 100644 index dde04530..00000000 --- a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs +++ /dev/null @@ -1,156 +0,0 @@ -using BaseGames.AI; - -namespace BaseGames.Enemies -{ - /// - /// 可复用的"待机/警觉/追击/巡逻"感知状态机(统一规则,见 spec《敌人感知↔状态》)。 - /// 纯决策:AI 只决定"进哪个状态 / 转换条件 / 每状态的移动意图或攻击能力"; - /// 移动/朝向/动画/伤害的实现全部在 EnemyLocomotion 或攻击能力里(AI 不 actuate)。 - /// 规则: - /// 待机/巡逻: 在追逐区→追击(优先); 否则 有警觉且在视野→警觉; 否则保持。 - /// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉(朝向玩家)。 - /// 追击: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。 - /// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发。 - /// 交战风格(Engagement):默认 ChaseAbility=单一冲锋能力节点; - /// ApproachAttack=把追击换成 Approach(寻路逼近)↔Attack(到射程选招攻击、攻击时停逼近) 两态子机, - /// 打完回逼近重判、脱离全部感知区→R。 - /// - public static class PerceptionStateMachine - { - /// 交战风格:单一冲锋能力,或"寻路逼近 + 选招攻击"两态子机。 - public enum EngagementStyle { ChaseAbility, ApproachAttack } - - public sealed class Config - { - public string Idle = "Idle"; - public string Patrol = "Patrol"; - public string Alert = "Alert"; - public string Chase = "Chase"; - public string Death = "Death"; - public string Entry = "Idle"; // 初始态 - public string Rest = "Patrol"; // R:降级(退出追击/警觉丢失)回到的静止态 - // 待机/巡逻/警觉的移动意图(由 EnemyLocomotion 执行) - public LocomotionMode IdleMode = LocomotionMode.Idle; - public LocomotionMode PatrolMode = LocomotionMode.Patrol; - public LocomotionMode AlertMode = LocomotionMode.Face; // 停 + 朝向玩家 - // 追击/死亡走能力(追击=接触伤害等战斗语义) - public string ChaseAbilityId; - public string DeathAbilityId; - - // 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) - { - b.Entry(c.Entry); - 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。冷却门仅在冲锋能力风格下生效。 - string chaseId = c.ChaseAbilityId; - System.Func 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(combatEntry).When(canChase, chaseLabel) - .To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert"); - AddLocomotionState(b, c.Patrol, c.PatrolMode) - .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(combatEntry).When(canChase, chaseLabel) - .To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision"); - - 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 - { - // 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); - } - - /// - /// 一个"由 EnemyLocomotion 驱动"的状态:进入/每帧声明移动意图,离开时停。 - /// Face 模式每帧朝向最后已知玩家位置(Sensor.LastKnown 由 EnemyBrainContext.Refresh 维护)。 - /// - static BrainBuilder.StateBuilder AddLocomotionState(BrainBuilder b, string state, LocomotionMode mode) - { - return b.State(state) - .OnEnter(x => ApplyLocomotion(x, mode)) - .Tick(x => ApplyLocomotion(x, mode)) - .OnExit(x => x.Locomotion.Stop()); - } - - static void ApplyLocomotion(IAiContext x, LocomotionMode mode) - { - if (mode == LocomotionMode.Face) x.Locomotion.Face(x.Sensor.LastKnown); - else x.Locomotion.SetMode(mode); - } - - /// 一个"由攻击能力驱动"的状态:进入/每帧确保能力运行(受击打断后重触发),离开中断。 - static BrainBuilder.StateBuilder AddAbilityState(BrainBuilder b, string state, string abilityId) - { - return b.State(state) - .OnEnter(x => EnsureAbility(x, abilityId)) - .Tick(x => EnsureAbility(x, abilityId)) - .OnExit(x => x.Combat.InterruptAbilities()); - } - - static void EnsureAbility(IAiContext x, string abilityId) - { - if (!string.IsNullOrEmpty(abilityId) && !x.Combat.IsAbilityRunning(abilityId)) - x.Combat.UseAbility(abilityId); - } - - static bool HasAlert(IAiContext x) => x is IEnemyActor a && a.HasAlertState; - } -} diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs.meta b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs.meta deleted file mode 100644 index 1743d379..00000000 --- a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d6bbbd575378d614da31905f1178dbf8 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: