using System; using BaseGames.AI; namespace BaseGames.Enemies { /// /// 可复用的"待机/警觉/追击/巡逻"感知状态机(统一规则,见 spec《敌人感知↔状态》)。 /// 职责边界:**状态转换逻辑在 AI 层(本类)**;感知系统只回答 InChaseZone/InVisionZone。 /// 规则: /// 待机/巡逻: 在追逐区→追击(优先); 否则 有警觉且在视野→警觉; 否则保持。 /// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉。 /// 追击: 委托能力; 脱离视野→R(永不回警觉)。 /// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发;无视野槽→维持退化用追逐区。 /// public static class PerceptionStateMachine { public sealed class Config { public string Idle = "Idle"; public string Patrol = "Patrol"; public string Alert = "Alert"; public string Chase = "Chase"; public string Death = "Death"; public string Entry = "Idle"; // 初始态 public string Rest = "Patrol"; // R:降级(退出追击/警觉丢失)回到的静止态 public string ChaseAbilityId; // 追击委托的能力 id(进入追击即触发;退出由 OnChaseExit 中断) public Action OnIdleEnter; public Action OnPatrolEnter; public Action OnPatrolTick; public Action OnAlertEnter; public Action OnChaseEnter; public Action OnChaseExit; public Action OnDeathEnter; } public static void Add(BrainBuilder b, Config c) { b.Entry(c.Entry); b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先) // 待机 / 巡逻:未发现态,同样的升级转换(追逐优先、其次警觉) AddUndiscovered(b.State(c.Idle).OnEnter(x => c.OnIdleEnter?.Invoke(x)), c); AddUndiscovered( b.State(c.Patrol) .OnEnter(x => c.OnPatrolEnter?.Invoke(x)) .Tick(x => c.OnPatrolTick?.Invoke(x)), c); // 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内则保持(无转出) b.State(c.Alert) .OnEnter(x => c.OnAlertEnter?.Invoke(x)) .To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone") .To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision"); // 追击:委托能力实现移动/伤害;脱离视野 → R(永不回警觉);退出时中断追击能力 b.State(c.Chase) .OnEnter(x => { c.OnChaseEnter?.Invoke(x); if (!string.IsNullOrEmpty(c.ChaseAbilityId)) x.Combat.UseAbility(c.ChaseAbilityId); }) .OnExit(x => c.OnChaseExit?.Invoke(x)) .To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision"); b.State(c.Death).OnEnter(x => c.OnDeathEnter?.Invoke(x)); } // 未发现态(Idle/Patrol)升级:在追逐区→追击(优先);否则 有警觉且在视野→警觉 static void AddUndiscovered(BrainBuilder.StateBuilder sb, Config c) { sb.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone") .To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert"); } static bool HasAlert(IAiContext x) => x is IEnemyActor a && a.HasAlertState; } }