From d7be0cc11999205384538ea63b7355bdb39a9969 Mon Sep 17 00:00:00 2001 From: Joywayer Date: Mon, 20 Jul 2026 13:11:28 +0800 Subject: [PATCH] =?UTF-8?q?@=20feat(ai):=20=E8=BF=BD=E5=87=BB=E5=86=B2?= =?UTF-8?q?=E5=88=BA=E5=B8=A6=E5=86=B7=E5=8D=B4=E2=80=94=E2=80=94CD=20?= =?UTF-8?q?=E6=9C=9F=E5=B7=A1=E9=80=BB=EF=BC=8C=E5=86=B7=E5=8D=B4=E7=BB=93?= =?UTF-8?q?=E6=9D=9F=E4=BB=8D=E5=9C=A8=E8=BF=BD=E9=80=90=E5=8C=BA=E5=88=99?= =?UTF-8?q?=E5=86=8D=E5=86=B2(PatrolBetweenChases)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 按需求:冲刺打完 → CD 期切到巡逻(Move_Patrol) → 冷却结束且玩家仍在追逐区 → 再冲刺。 PerceptionStateMachine 加 opt-in 开关 PatrolBetweenChases: - Chase → Patrol When !IsAbilityRunning(chase):冲刺是 committed 冲锋,感知丢失 也不中途打断,打完(能力结束)即降巡逻。 - Idle/Patrol/Alert → Chase 加冷却门 CanUseAbility(chase):CD 中不回追击, 避免"CD 期在追逐区每帧 Chase↔Patrol 来回抖"(用户担心的错切/抖动)。 - 默认关:不影响其他敌人(leftAllZones 旧行为保留)。 E001CaoZhiAi 打开开关。追击能力保持单次冲刺不变,冷却=ABL_E001_Chase.cooldown(1s)。 测试:PerceptionStateMachineTests +5(CD 转换矩阵含"CD 期多帧不抖动"负例), FakeCombat 加可控 CanUse。全量 75/75 绿。PlayMode 实测循环 Move_Patrol(CD)→Chase(冲)→Move_Patrol,inChase 全程 true 亦不抖,0 报错。 Co-Authored-By: Claude Opus 4.8 (1M context) @ --- .../Tests/EditMode/AI/Fakes/FakeAiContext.cs | 3 +- .../AI/PerceptionStateMachineTests.cs | 84 +++++++++++++++++++ .../Enemies/AIBrain/Ai/E001CaoZhiAi.cs | 1 + .../Enemies/AIBrain/PerceptionStateMachine.cs | 30 +++++-- 4 files changed, 111 insertions(+), 7 deletions(-) diff --git a/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs b/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs index 4f508d3c..34b2bf33 100644 --- a/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs +++ b/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs @@ -19,10 +19,11 @@ namespace BaseGames.Tests.EditMode.AI public sealed class FakeCombat : ICombatant { public string Running; public List Used = new List(); + public bool CanUse = true; // 供 CD 门控测试控制(默认可用,向后兼容) public bool UseAbility(string id) { Used.Add(id); Running = id; return true; } public bool IsAbilityRunning(string id = null) => id == null ? Running != null : Running == id; public bool NoAbilityRunning => Running == null; - public bool CanUseAbility(string id) => true; + public bool CanUseAbility(string id) => CanUse; public void InterruptAbilities() => Running = null; } diff --git a/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs b/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs index 2cc68623..38bc4259 100644 --- a/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs +++ b/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs @@ -47,6 +47,21 @@ namespace BaseGames.Tests.EditMode.AI return b.Build(); } + // PatrolBetweenChases 变体:冲刺打完→巡逻(CD),冷却结束仍在追逐区→再冲刺。 + static AiGraph GraphCD() + { + var b = new BrainBuilder(); + PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config + { + Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death", + Entry = "Idle", Rest = "Patrol", + IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face, + ChaseAbilityId = "chase", + PatrolBetweenChases = true, + }); + return b.Build(); + } + // ── 入口 / 待机 ─────────────────────────────────────────────────── [Test] @@ -292,5 +307,74 @@ namespace BaseGames.Tests.EditMode.AI rt.Tick(0.1f); Assert.AreEqual("Death", rt.CurrentStateName); } + + // ── PatrolBetweenChases(CD 期巡逻)─────────────────────────────── + + // 驱动到 Chase 后模拟冲刺进行中(能力 running)。 + Ctx InCD_Chase(out AiRuntime rt) + { + var ctx = new Ctx(); + rt = new AiRuntime(GraphCD(), ctx); + ctx.S.Chase = true; ctx.C.CanUse = true; + rt.Tick(0.1f); // Idle → Chase,OnEnter 触发冲刺(Running="chase") + Assert.AreEqual("Chase", rt.CurrentStateName); + Assert.AreEqual("chase", ctx.C.Running); + return ctx; + } + + [Test] + public void CD_Chase_Stays_WhileDashRunning() + { + var ctx = InCD_Chase(out var rt); + ctx.S.Chase = false; ctx.S.Vision = false; // 冲刺是 committed 冲锋:感知丢失也不中途打断 + rt.Tick(0.1f); + Assert.AreEqual("Chase", rt.CurrentStateName); + } + + [Test] + public void CD_Chase_ToPatrol_WhenDashDone() + { + var ctx = InCD_Chase(out var rt); + ctx.C.Running = null; ctx.C.CanUse = false; // 冲刺打完,进入冷却 + rt.Tick(0.1f); + Assert.AreEqual("Patrol", rt.CurrentStateName); // 冲完→CD 期巡逻 + } + + [Test] + public void CD_Patrol_Stays_DuringCooldown_NoOscillation() + { + var ctx = InCD_Chase(out var rt); + ctx.C.Running = null; ctx.C.CanUse = false; + rt.Tick(0.1f); // → Patrol + Assert.AreEqual("Patrol", rt.CurrentStateName); + // CD 中仍在追逐区:不能回追击,多帧保持巡逻(不抖) + ctx.S.Chase = true; ctx.C.CanUse = false; + for (int i = 0; i < 5; i++) rt.Tick(0.1f); + Assert.AreEqual("Patrol", rt.CurrentStateName); + } + + [Test] + public void CD_Patrol_ToChase_WhenCooldownEnds_AndStillInChaseZone() + { + var ctx = InCD_Chase(out var rt); + ctx.C.Running = null; ctx.C.CanUse = false; + rt.Tick(0.1f); // → Patrol + ctx.S.Chase = true; ctx.C.CanUse = true; // 冷却结束 + 仍在追逐区 + rt.Tick(0.1f); + Assert.AreEqual("Chase", rt.CurrentStateName); // 再次冲刺 + Assert.AreEqual("chase", ctx.C.Running); + } + + [Test] + public void CD_Patrol_StaysHome_WhenPlayerLost() + { + var ctx = InCD_Chase(out var rt); + ctx.C.Running = null; ctx.C.CanUse = false; + rt.Tick(0.1f); // → Patrol + // 玩家丢失(脱离追逐区):即便冷却结束也不回追击,留在巡逻(降级回家) + ctx.S.Chase = false; ctx.S.Vision = false; ctx.C.CanUse = true; + rt.Tick(0.1f); + Assert.AreEqual("Patrol", rt.CurrentStateName); + } } } diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs index cf157766..dd51d1ab 100644 --- a/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs +++ b/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs @@ -27,6 +27,7 @@ namespace BaseGames.Enemies PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face, ChaseAbilityId = "e001_chase", + PatrolBetweenChases = true, // 冲刺=带冷却的冲锋:冲完→CD 期巡逻→冷却结束仍在追逐区→再冲 // DeathAbilityId 留空:死亡演出走物理状态机(EnemyBase.PerformDeath) }); } diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs index 5bcd4c06..ac49a131 100644 --- a/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs +++ b/Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs @@ -30,6 +30,10 @@ namespace BaseGames.Enemies // 追击/死亡走能力(追击=接触伤害等战斗语义) public string ChaseAbilityId; public string DeathAbilityId; + + // 追击=带冷却的冲刺能力时开启(opt-in):冲刺打完→巡逻(CD 期),冷却结束且仍在追逐区→再冲刺。 + // 由冷却门控 Patrol→Chase,避免"CD 期在追逐区每帧 Chase↔Patrol 来回抖"。 + public bool PatrolBetweenChases = false; } public static void Add(BrainBuilder b, Config c) @@ -37,22 +41,36 @@ namespace BaseGames.Enemies b.Entry(c.Entry); b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先) + // 进追击的条件:默认"在追逐区"。PatrolBetweenChases 时加冷却门——CD 中不回追击, + // 使 Chase(冲刺)→Patrol(CD 巡逻)→Chase 循环不抖动。 + string chaseId = c.ChaseAbilityId; + System.Func canChase = c.PatrolBetweenChases + ? (x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId)) + : (x => x.Sensor.InChaseZone()); + string chaseLabel = c.PatrolBetweenChases ? "InChaseZone+offCD" : "InChaseZone"; + // 待机 / 巡逻:未发现态,升级转换相同(追逐优先、其次警觉) AddLocomotionState(b, c.Idle, c.IdleMode) - .To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone") + .To(c.Chase).When(canChase, chaseLabel) .To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert"); AddLocomotionState(b, c.Patrol, c.PatrolMode) - .To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone") + .To(c.Chase).When(canChase, chaseLabel) .To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert"); // 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内保持(朝向玩家) AddLocomotionState(b, c.Alert, c.AlertMode) - .To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone") + .To(c.Chase).When(canChase, chaseLabel) .To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision"); - // 追击:脱离全部感知(追逐区 且 视野区都不在)→R(永不回警觉)。 - AddAbilityState(b, c.Chase, c.ChaseAbilityId) - .To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones"); + // 追击退出: + // PatrolBetweenChases: 冲刺打完(能力结束)→R(CD 期巡逻);committed 冲锋不被感知丢失中途打断, + // 是否再冲刺交由 Patrol 侧冷却门控。 + // 默认: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。 + var chase = AddAbilityState(b, c.Chase, chaseId); + if (c.PatrolBetweenChases) + chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD"); + else + chase.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones"); // 死亡:终态(无转出);死亡演出走物理状态机 AddAbilityState(b, c.Death, c.DeathAbilityId);