fix(enemy): 退回 Approach 边序——脱战优先属假件失真,改由测试贴合真实射程语义
HasEligibleAttack() 只看攻击射程圆(远小于追击/视野区),脱离全部感知区在真实系统里 必然已脱离攻击射程,原顺序(attackInRange 先于 leftAllZones)本就正确。 FakeCombat.Eligible 是裸字段不会随 Chase/Vision 联动,才让上一版看似需要调边序。 改法:边序退回原样,测试里玩家离开感知区时手工同步清 Eligible,贴合真实耦合关系。
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@@ -76,6 +76,9 @@ namespace BaseGames.Tests.EditMode.AI
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Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName);
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Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName);
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ctx.S.Chase = false; ctx.S.Vision = false; // 前摇中玩家跑掉
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ctx.S.Chase = false; ctx.S.Vision = false; // 前摇中玩家跑掉
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// 真实系统里攻击射程远小于感知区,脱离全部感知区必然也脱离攻击射程,
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// HasEligibleAttack() 会随之变假。FakeCombat.Eligible 是裸字段不会联动,这里手工对齐。
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ctx.C.Eligible = false;
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rt.Tick(0.1f);
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rt.Tick(0.1f);
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Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName); // 不中途收招
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Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName); // 不中途收招
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@@ -25,10 +25,8 @@ namespace BaseGames.Enemies
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.OnEnter(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
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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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.Tick (x => x.Locomotion.Pursue(x.Sensor.LastKnown))
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.OnExit(x => x.Locomotion.Stop())
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.OnExit(x => x.Locomotion.Stop())
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// 脱战边放在前面:脱战判定优先于是否有合格攻击,避免"已经脱离全部感知区,
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.To(Attack).When(x => x.Combat.HasEligibleAttack(), "attackInRange")
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// 却因为攻击选择器还没来得及清掉合格标记"而卡在交战里出不去。
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.To(rest) .When(AiStateFragments.LostAllZones, "leftAllZones");
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.To(rest) .When(AiStateFragments.LostAllZones, "leftAllZones")
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.To(Attack).When(x => x.Combat.HasEligibleAttack(), "attackInRange");
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// 攻击一旦起手就打完:刻意不挂 leftAllZones 边。
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// 攻击一旦起手就打完:刻意不挂 leftAllZones 边。
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// 玩家在前摇中跑出感知区时招式仍完整打完,之后经 Approach 自然脱战——
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// 玩家在前摇中跑出感知区时招式仍完整打完,之后经 Approach 自然脱战——
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