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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> @
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@@ -27,6 +27,7 @@ namespace BaseGames.Enemies
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PatrolMode = LocomotionMode.Patrol,
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AlertMode = LocomotionMode.Face,
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ChaseAbilityId = "e001_chase",
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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
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// DeathAbilityId 留空:死亡演出走物理状态机(EnemyBase.PerformDeath)
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});
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}
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@@ -30,6 +30,10 @@ namespace BaseGames.Enemies
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// 追击/死亡走能力(追击=接触伤害等战斗语义)
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public string ChaseAbilityId;
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public string DeathAbilityId;
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// 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。
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// 由冷却门控 Patrol→Chase,避免"CD 期在追逐区每帧 Chase↔Patrol 来回抖"。
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public bool PatrolBetweenChases = false;
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}
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public static void Add(BrainBuilder b, Config c)
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@@ -37,22 +41,36 @@ namespace BaseGames.Enemies
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b.Entry(c.Entry);
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b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先)
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// 进追击的条件:默认"在追逐区"。PatrolBetweenChases 时加冷却门——CD 中不回追击,
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// 使 Chase(冲刺)→Patrol(CD 巡逻)→Chase 循环不抖动。
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string chaseId = c.ChaseAbilityId;
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System.Func<IAiContext, bool> canChase = c.PatrolBetweenChases
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? (x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId))
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: (x => x.Sensor.InChaseZone());
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string chaseLabel = c.PatrolBetweenChases ? "InChaseZone+offCD" : "InChaseZone";
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// 待机 / 巡逻:未发现态,升级转换相同(追逐优先、其次警觉)
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AddLocomotionState(b, c.Idle, c.IdleMode)
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.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
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.To(c.Chase).When(canChase, chaseLabel)
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.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
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AddLocomotionState(b, c.Patrol, c.PatrolMode)
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.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
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.To(c.Chase).When(canChase, chaseLabel)
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.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
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// 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)
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AddLocomotionState(b, c.Alert, c.AlertMode)
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.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
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.To(c.Chase).When(canChase, chaseLabel)
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.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
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// 追击:脱离全部感知(追逐区 且 视野区都不在)→R(永不回警觉)。
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AddAbilityState(b, c.Chase, c.ChaseAbilityId)
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.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
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// 追击退出:
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// 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,
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// 是否再冲刺交由 Patrol 侧冷却门控。
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// 默认: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。
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var chase = AddAbilityState(b, c.Chase, chaseId);
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if (c.PatrolBetweenChases)
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chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD");
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else
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chase.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
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// 死亡:终态(无转出);死亡演出走物理状态机
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AddAbilityState(b, c.Death, c.DeathAbilityId);
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