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》)。 /// 纯决策:AI 只决定"进哪个状态 / 转换条件 / 每状态的移动意图或攻击能力"; /// 移动/朝向/动画/伤害的实现全部在 EnemyLocomotion 或攻击能力里(AI 不 actuate)。 /// 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(朝向玩家)。 /// 追击: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。 /// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发。 /// 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 // 待机/巡逻/警觉的移动意图(由 EnemyLocomotion 执行) public LocomotionMode IdleMode = LocomotionMode.Idle; public LocomotionMode PatrolMode = LocomotionMode.Patrol; public LocomotionMode AlertMode = LocomotionMode.Face; // 停 + 朝向玩家 // 追击/死亡走能力(追击=接触伤害等战斗语义) public string ChaseAbilityId; public string DeathAbilityId; } 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,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.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.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.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"); // 死亡:终态(无转出);死亡演出走物理状态机 AddAbilityState(b, c.Death, c.DeathAbilityId); } /// /// 一个"由 EnemyLocomotion 驱动"的状态:进入/每帧声明移动意图,离开时停。 /// Face 模式每帧朝向最后已知玩家位置(Sensor.LastKnown 由 EnemyBrainContext.Refresh 维护)。 /// static BrainBuilder.StateBuilder AddLocomotionState(BrainBuilder b, string state, LocomotionMode mode) { return b.State(state) .OnEnter(x => ApplyLocomotion(x, mode)) .Tick(x => ApplyLocomotion(x, mode)) .OnExit(x => x.Locomotion.Stop()); } static void ApplyLocomotion(IAiContext x, LocomotionMode mode) { if (mode == LocomotionMode.Face) x.Locomotion.Face(x.Sensor.LastKnown); else x.Locomotion.SetMode(mode); } /// 一个"由攻击能力驱动"的状态:进入/每帧确保能力运行(受击打断后重触发),离开中断。 static BrainBuilder.StateBuilder AddAbilityState(BrainBuilder b, string state, string abilityId) { return b.State(state) .OnEnter(x => EnsureAbility(x, abilityId)) .Tick(x => EnsureAbility(x, abilityId)) .OnExit(x => x.Combat.InterruptAbilities()); } static void EnsureAbility(IAiContext x, string abilityId) { if (!string.IsNullOrEmpty(abilityId) && !x.Combat.IsAbilityRunning(abilityId)) x.Combat.UseAbility(abilityId); } static bool HasAlert(IAiContext x) => x is IEnemyActor a && a.HasAlertState; } }