refactor(enemy): 退役 PerceptionStateMachine,E001 切换到两层模块组装

This commit is contained in:
2026-07-29 14:24:48 +08:00
parent 9dc10e0398
commit 7327a5fe09
5 changed files with 8 additions and 693 deletions
@@ -3,35 +3,17 @@ using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// 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。
/// </summary>
[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));
}
}
@@ -1,156 +0,0 @@
using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// 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。
/// </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";
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<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(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);
}
/// <summary>
/// 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)。
/// </summary>
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);
}
/// <summary>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。</summary>
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;
}
}
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