feat(ai): 追击冲刺带冷却——CD 期巡逻,冷却结束仍在追逐区则再冲(PatrolBetweenChases)

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) <noreply@anthropic.com>
@
This commit is contained in:
2026-07-20 13:11:28 +08:00
parent 1a15473966
commit d7be0cc119
4 changed files with 111 additions and 7 deletions
@@ -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);
}
// ── PatrolBetweenChasesCD 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 → ChaseOnEnter 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);
}
}
}