feat(enemy): ApproachAttackEngagement——攻击改为起手即打完,不中途收招

寻路逼近↔到射程选招攻击的交战模块。招式射程/冷却/权重归 EnemyAttackSelector,
本模块只决定何时逼近、何时出手。

有意的行为变更:Attack 态去掉 leftAllZones 边,玩家在前摇中跑出感知区不再
中途打断招式,招式完整打完后经 Approach 自然脱战。
This commit is contained in:
2026-07-29 12:53:49 +08:00
parent 5771ac414e
commit a700bef352
4 changed files with 153 additions and 0 deletions
@@ -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
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3fb4b91d0983bf14cbc12e6a509381c9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: