feat(ai): AiRuntime 事件转换(push,不受门限制)+trace触发原因+池复用测试
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@@ -44,9 +44,20 @@ namespace BaseGames.AI
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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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/// <summary>推送一个信号,用于事件驱动转换(push)。</summary>
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public void Send(AiSignal signal) => _pending.Enqueue(signal);
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public void Tick(float dt)
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{
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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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// 1) 事件转换:push,最高优先,且不受 IsControllable 门限制
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while (_pending.Count > 0)
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{
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var sig = _pending.Dequeue();
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if (TryEventTransition(sig))
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return; // 事件触发转换后本帧结束
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}
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// 2) 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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@@ -54,6 +65,7 @@ namespace BaseGames.AI
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}
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IsSuspended = false;
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// 3) 条件转换
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_timeInState += dt;
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if (TryTransition())
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@@ -64,7 +76,7 @@ namespace BaseGames.AI
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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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// 全局/父层转换优先(只评估条件型;事件型由 TryEventTransition 处理)
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var globals = _graph.GlobalTransitions;
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for (int i = 0; i < globals.Count; i++)
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{
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@@ -84,6 +96,26 @@ namespace BaseGames.AI
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return false;
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}
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bool TryEventTransition(AiSignal sig)
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{
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var globals = _graph.GlobalTransitions;
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for (int i = 0; i < globals.Count; i++)
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{
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var t = globals[i];
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if (t.IsEvent && t.Event.Value == sig)
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return Switch(t);
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}
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var locals = _current.Transitions;
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for (int i = 0; i < locals.Count; i++)
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{
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var t = locals[i];
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if (t.IsEvent && t.Event.Value == sig)
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return Switch(t);
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}
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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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