feat(ai): AiRuntime 条件转换+IsControllable让位门+状态计时+trace+Reset
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using System.Collections.Generic;
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namespace BaseGames.AI
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{
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/// <summary>
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/// 每敌人实例一份的轻量执行器。持有当前状态、状态计时器、trace。
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/// 共享的 AiGraph 不持有任何实例态。
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/// </summary>
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public sealed class AiRuntime
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{
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readonly AiGraph _graph;
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readonly IAiContext _ctx;
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AiState _current;
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float _timeInState;
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readonly Queue<AiSignal> _pending = new Queue<AiSignal>();
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readonly List<TransitionRecord> _trace = new List<TransitionRecord>();
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const int TraceCap = 16;
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public AiRuntime(AiGraph graph, IAiContext ctx)
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{
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_graph = graph;
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_ctx = ctx;
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EnterInitial();
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}
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public string CurrentStateName => _current.Name;
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public bool IsSuspended { get; private set; }
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public IReadOnlyList<TransitionRecord> Trace => _trace;
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public float TimeInStateValue => _timeInState;
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void EnterInitial()
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{
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_current = _graph.GetState(_graph.EntryState);
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_timeInState = 0f;
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_current.OnEnter?.Invoke(_ctx);
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}
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/// <summary>供 BrainBuilder.After() 通过 context 读取当前 runtime 的状态计时器。</summary>
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static readonly System.Runtime.CompilerServices.ConditionalWeakTable<IAiContext, AiRuntime> _byContext
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= new System.Runtime.CompilerServices.ConditionalWeakTable<IAiContext, AiRuntime>();
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internal static float TimeInState(IAiContext ctx)
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=> _byContext.TryGetValue(ctx, out var rt) ? rt._timeInState : 0f;
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public void Tick(float dt)
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{
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_byContext.Remove(_ctx);
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_byContext.Add(_ctx, this);
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// IsControllable 让位门:受击/硬直/击飞时挂起,不推进决策也不跑 Tick。
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if (!_ctx.Vitals.IsControllable)
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{
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IsSuspended = true;
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return;
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}
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IsSuspended = false;
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_timeInState += dt;
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if (TryTransition())
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return; // 本帧发生转换,新状态下一帧再 Tick
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_current.OnTick?.Invoke(_ctx, dt);
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}
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bool TryTransition()
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{
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// 全局/父层转换优先(本任务只评估条件型;事件型在 Task 6 处理)
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foreach (var t in _graph.GlobalTransitions)
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if (!t.IsEvent && t.Condition(_ctx))
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return Switch(t);
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foreach (var t in _current.Transitions)
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if (!t.IsEvent && t.Condition(_ctx))
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return Switch(t);
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return false;
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}
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bool Switch(Transition t)
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{
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var from = _current.Name;
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_current.OnExit?.Invoke(_ctx);
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_current = _graph.GetState(t.Target);
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_timeInState = 0f;
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RecordTrace(new TransitionRecord(from, t.Target, t.Label));
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_current.OnEnter?.Invoke(_ctx);
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return true;
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}
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void RecordTrace(TransitionRecord r)
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{
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_trace.Add(r);
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if (_trace.Count > TraceCap) _trace.RemoveAt(0);
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}
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/// <summary>对象池复用时重置到初始态,清空所有实例态。</summary>
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public void Reset()
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{
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_pending.Clear();
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_trace.Clear();
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_ctx.Blackboard.Clear();
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IsSuspended = false;
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EnterInitial();
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ee06ec9754397a84289448f7c76e384a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -89,11 +89,12 @@ namespace BaseGames.AI
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return _stateBuilder;
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}
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/// <summary>在本状态停留 seconds 秒后转换(读 runtime 的状态计时器)。Task 5 回填实现。</summary>
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/// <summary>在本状态停留 seconds 秒后转换(读 runtime 的状态计时器)。</summary>
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public StateBuilder After(float seconds)
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{
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// 依赖 AiRuntime.TimeInState(Task 5 定义)。本任务先临时抛异常以通过编译,Task 5 回填正式实现。
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throw new NotImplementedException("After 将在 Task 5 回填(依赖 AiRuntime 状态计时器)。");
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_state.AddTransition(Transition.OnCondition(
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_target, c => AiRuntime.TimeInState(c) >= seconds, $"after {seconds}s"));
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return _stateBuilder;
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}
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}
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