diff --git a/Assets/Tests/EditMode/AI/ApproachAttackEngagementTests.cs b/Assets/Tests/EditMode/AI/ApproachAttackEngagementTests.cs new file mode 100644 index 00000000..214e2605 --- /dev/null +++ b/Assets/Tests/EditMode/AI/ApproachAttackEngagementTests.cs @@ -0,0 +1,89 @@ +using NUnit.Framework; +using BaseGames.AI; +using BaseGames.Enemies; + +namespace BaseGames.Tests.EditMode.AI +{ + public class ApproachAttackEngagementTests + { + const string Rest = "Rest"; + + static AiRuntime RunAlone(FakeAiContext ctx) + { + var m = new ApproachAttackEngagement(); + var b = new BrainBuilder(); + AiStateFragments.Locomotion(b, Rest, LocomotionMode.Patrol); + m.Build(b, Rest); + b.Entry(m.EntryState); + return new AiRuntime(b.Build(), ctx); + } + + [Test] + public void Approach_PursuesLastKnown() + { + var ctx = new FakeAiContext(); + ctx.S.Chase = true; + ctx.S.Last = new UnityEngine.Vector2(5f, 1f); + RunAlone(ctx); + Assert.AreEqual(new UnityEngine.Vector2(5f, 1f), ctx.L.PursuedTo); + } + + [Test] + public void Approach_ToAttack_WhenEligibleAttackExists() + { + var ctx = new FakeAiContext(); + ctx.S.Chase = true; + var rt = RunAlone(ctx); + Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName); + ctx.C.Eligible = true; + rt.Tick(0.1f); + Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName); + CollectionAssert.Contains(ctx.C.Used, "best"); + } + + [Test] + public void Attack_BackToApproach_WhenAbilityDone() + { + var ctx = new FakeAiContext(); + ctx.S.Chase = true; ctx.C.Eligible = true; + var rt = RunAlone(ctx); + rt.Tick(0.1f); + Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName); + ctx.C.Running = null; // 招式打完 + rt.Tick(0.1f); + Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName); + } + + [Test] + public void Approach_ExitsToRest_WhenAllZonesLost() + { + var ctx = new FakeAiContext(); + ctx.S.Chase = true; + var rt = RunAlone(ctx); + ctx.S.Chase = false; ctx.S.Vision = false; + rt.Tick(0.1f); + Assert.AreEqual(Rest, rt.CurrentStateName); + } + + // 有意的行为变更:攻击起手后打完,不中途收招 + [Test] + public void Attack_CompletesEvenWhenPlayerLeavesAllZones() + { + var ctx = new FakeAiContext(); + ctx.S.Chase = true; ctx.C.Eligible = true; + var rt = RunAlone(ctx); + rt.Tick(0.1f); + Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName); + + ctx.S.Chase = false; ctx.S.Vision = false; // 前摇中玩家跑掉 + rt.Tick(0.1f); + Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName); // 不中途收招 + + ctx.C.Running = null; // 招式打完 + rt.Tick(0.1f); + Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName); + rt.Tick(0.1f); + Assert.AreEqual(Rest, rt.CurrentStateName); // 再经 Approach 自然脱战 + } + } +} diff --git a/Assets/Tests/EditMode/AI/ApproachAttackEngagementTests.cs.meta b/Assets/Tests/EditMode/AI/ApproachAttackEngagementTests.cs.meta new file mode 100644 index 00000000..d9bc15fd --- /dev/null +++ b/Assets/Tests/EditMode/AI/ApproachAttackEngagementTests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3fb4b91d0983bf14cbc12e6a509381c9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs new file mode 100644 index 00000000..8472fc5a --- /dev/null +++ b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs @@ -0,0 +1,42 @@ +using System; +using BaseGames.AI; + +namespace BaseGames.Enemies +{ + /// + /// 寻路逼近 ↔ 到射程选招攻击。招式的射程 / 冷却 / 权重由 EnemyAttackSelector 负责, + /// 本模块只决定"什么时候该逼近、什么时候该出手"。 + /// + [Serializable] + public sealed class ApproachAttackEngagement : IEngagementModule + { + public const string Approach = "Approach"; + public const string Attack = "Attack"; + + static readonly Func InChaseZone = x => x.Sensor.InChaseZone(); + + public string EntryState => Approach; + public Func CanEngage => InChaseZone; + public string EngageLabel => "InChaseZone"; + + public void Build(BrainBuilder b, string rest) + { + b.DeclareState(Approach) + .OnEnter(x => x.Locomotion.Pursue(x.Sensor.LastKnown)) + .Tick (x => x.Locomotion.Pursue(x.Sensor.LastKnown)) + .OnExit(x => x.Locomotion.Stop()) + // 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, + // 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。 + .To(rest) .When(AiStateFragments.LostAllZones, "leftAllZones") + .To(Attack).When(x => x.Combat.HasEligibleAttack(), "attackInRange"); + + // 攻击一旦起手就打完:刻意不挂 leftAllZones 边。 + // 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—— + // 只多一帧,且消除了"起手到一半凭空收招"的观感缺陷。 + b.DeclareState(Attack) + .OnEnter(x => { x.Locomotion.Stop(); x.Combat.UseBestAttack(); }) + .OnExit (x => x.Combat.InterruptAbilities()) + .To(Approach).When(x => !x.Combat.IsAbilityRunning(), "attackDone"); + } + } +} diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs.meta b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs.meta new file mode 100644 index 00000000..a10e1906 --- /dev/null +++ b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/ApproachAttackEngagement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 59bb25c040c4705419fdd7516909acba +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: