# BrainGraph 第 1 阶段:核心运行时 实现计划
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** 实现 BrainGraph 决策框架的纯 C# 核心运行时(不可变状态图 + fluent builder + 每实例运行时 + 条件/事件转换 + IsControllable 让位门 + trace + 池复用重置),全部用 EditMode 单测覆盖,零 Unity 场景依赖。
**Architecture:** HFSM 骨干。声明层(`AiScript.Build`)用 `BrainBuilder` 构建成不可变共享 `AiGraph`(每敌人类型一份 flyweight);每个敌人实例持有一个轻量 `AiRuntime`,通过 `IAiContext`(暴露 `ISensor/IMover/ICombatant/IActorVitals/Blackboard` 的能力接口)驱动真实子系统。核心层只依赖 `BaseGames.Core` + `UnityEngine`(用 `Vector2` 等值类型),用假的能力接口即可完整单测。
**Tech Stack:** Unity 2022+, C#, Unity Test Framework (NUnit, EditMode), asmdef。
**Spec:** `Docs/superpowers/specs/2026-07-03-enemy-ai-framework-design.md`(本阶段覆盖其 §3.1/§3.2/§3.3 的条件+事件转换、§3.6 IsControllable 门、§3.8 池复用重置;§3.4 能力编排 sugar、§3.7 AiScheduler、§4 完整接口方法集、§6 交付面、§7 组件与适配器留待后续阶段)。
---
## 文件结构(本阶段新建)
新程序集 `BaseGames.AI`,位于 `Assets/_Game/Scripts/AI/`:
- `BaseGames.AI.asmdef` — 新程序集,仅引用 `BaseGames.Core`。
- `AiSignal.cs` — 推送信号枚举。
- `IAiContext.cs` — 上下文接口(聚合能力接口 + 黑板)。
- `ISensor.cs` / `IMover.cs` / `ICombatant.cs` / `IActorVitals.cs` — 能力接口(本阶段只声明被测试消费的最小成员,完整成员集在第 3 阶段接适配器时按需补齐)。
- `Blackboard.cs` — 具名、可枚举的 AI 临时值容器。
- `Transition.cs` — 一条转换(条件型 / 事件型 + 可读标签 + 优先级)。
- `AiState.cs` — 一个状态(OnEnter/Tick/OnExit + 出边转换列表)。
- `AiGraph.cs` — 不可变状态图(状态字典 + 入口 + 全局/父层转换)。
- `BrainBuilder.cs` — fluent builder,含 `StateBuilder` / `TransitionBuilder` / `GlobalBuilder`。
- `AiScript.cs` — 抽象声明基类 + `AiDefinitionAttribute`。
- `TransitionRecord.cs` — trace 记录(from/to/trigger)。
- `AiRuntime.cs` — 每实例执行器(Tick、转换评估、门、事件队列、trace、Reset)。
测试(`Assets/Tests/EditMode/AI/`):
- `BlackboardTests.cs`、`BrainBuilderTests.cs`、`AiRuntimeTests.cs`、`Fakes/FakeAiContext.cs`。
- 修改 `Assets/Tests/EditMode/BaseGames.Tests.EditMode.asmdef` 增加 `BaseGames.AI` 引用。
> 命名/注释不得出现任何参考游戏名(CLAUDE.md 第 4 条)。
---
## Task 1: 新建 `BaseGames.AI` 程序集与基础类型
**Files:**
- Create: `Assets/_Game/Scripts/AI/BaseGames.AI.asmdef`
- Create: `Assets/_Game/Scripts/AI/AiSignal.cs`
- Create: `Assets/_Game/Scripts/AI/Blackboard.cs`
- Create: `Assets/Tests/EditMode/AI/BlackboardTests.cs`
- Modify: `Assets/Tests/EditMode/BaseGames.Tests.EditMode.asmdef`
- [ ] **Step 1: 创建程序集定义**
`Assets/_Game/Scripts/AI/BaseGames.AI.asmdef`:
```json
{
"name": "BaseGames.AI",
"rootNamespace": "BaseGames.AI",
"references": [
"BaseGames.Core"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
```
- [ ] **Step 2: 创建 `AiSignal` 枚举**
`Assets/_Game/Scripts/AI/AiSignal.cs`:
```csharp
namespace BaseGames.AI
{
/// 决策层的推送信号,用于事件驱动的状态转换(不靠轮询)。
public enum AiSignal
{
Damaged, // 受到伤害
Parried, // 被弹反
Staggered, // 进入硬直
KnockedUp, // 被击飞
Died, // 死亡
PlayerSpotted,// 首次侦测到玩家
AbilityEnded, // 当前能力协程结束/被打断
PhaseChanged // Boss 阶段变更
}
}
```
- [ ] **Step 3: 在测试程序集里加 `BaseGames.AI` 引用**
修改 `Assets/Tests/EditMode/BaseGames.Tests.EditMode.asmdef` 的 `references` 数组,加入一行 `"BaseGames.AI"`(放在 `"BaseGames.Core"` 之后):
```json
"references": [
"BaseGames.Combat.StatusEffects",
"BaseGames.Combat",
"BaseGames.Core",
"BaseGames.AI",
"BaseGames.Core.Events",
"BaseGames.Core.Save",
"BaseGames.EventChain",
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
],
```
- [ ] **Step 4: 写失败测试 —— Blackboard 读写与枚举**
`Assets/Tests/EditMode/AI/BlackboardTests.cs`:
```csharp
using NUnit.Framework;
using UnityEngine;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public class BlackboardTests
{
[Test]
public void SetThenGet_ReturnsValue()
{
var bb = new Blackboard();
bb.Set("lastKnown", new Vector2(3f, 4f));
Assert.AreEqual(new Vector2(3f, 4f), bb.Get("lastKnown"));
}
[Test]
public void Get_MissingKey_ReturnsDefault()
{
var bb = new Blackboard();
Assert.AreEqual(0f, bb.Get("nope"));
}
[Test]
public void Keys_EnumeratesAllSetKeys()
{
var bb = new Blackboard();
bb.Set("a", 1);
bb.Set("b", 2);
CollectionAssert.AreEquivalent(new[] { "a", "b" }, bb.Keys);
}
[Test]
public void Clear_RemovesAll()
{
var bb = new Blackboard();
bb.Set("a", 1);
bb.Clear();
CollectionAssert.IsEmpty(bb.Keys);
}
[Test]
public void Snapshot_ReturnsKeyToStringMap_ForIntrospection()
{
var bb = new Blackboard();
bb.Set("hp", 0.5f);
var snap = bb.Snapshot();
Assert.AreEqual("0.5", snap["hp"]);
}
}
}
```
- [ ] **Step 5: 运行测试确认失败**
Run(Unity Test Runner,EditMode,或 CLI):`Unity -runTests -testPlatform EditMode -testFilter BlackboardTests`
Expected: 编译失败 / FAIL —— `Blackboard` 未定义。
- [ ] **Step 6: 实现 `Blackboard`**
`Assets/_Game/Scripts/AI/Blackboard.cs`:
```csharp
using System.Collections.Generic;
using System.Globalization;
namespace BaseGames.AI
{
///
/// 具名、可枚举的 AI 临时值容器(每敌人实例一份)。
/// 保留"具名"是为了让调试器/MCP 能通用枚举当前值(见 spec §3.5)。
///
public sealed class Blackboard
{
readonly Dictionary _values = new Dictionary();
public void Set(string key, T value) => _values[key] = value;
public T Get(string key)
=> _values.TryGetValue(key, out var v) && v is T t ? t : default;
public bool Has(string key) => _values.ContainsKey(key);
public IReadOnlyCollection Keys => _values.Keys;
public void Clear() => _values.Clear();
/// 供调试器/MCP 自省:key → 值的字符串表示。
public Dictionary Snapshot()
{
var result = new Dictionary(_values.Count);
foreach (var kv in _values)
{
result[kv.Key] = kv.Value is System.IFormattable f
? f.ToString(null, CultureInfo.InvariantCulture)
: kv.Value?.ToString() ?? "null";
}
return result;
}
}
}
```
- [ ] **Step 7: 运行测试确认通过**
Run: EditMode `BlackboardTests`
Expected: PASS(5 项全绿)。
- [ ] **Step 8: 提交**
```bash
git add Assets/_Game/Scripts/AI/BaseGames.AI.asmdef Assets/_Game/Scripts/AI/BaseGames.AI.asmdef.meta \
Assets/_Game/Scripts/AI/AiSignal.cs Assets/_Game/Scripts/AI/AiSignal.cs.meta \
Assets/_Game/Scripts/AI/Blackboard.cs Assets/_Game/Scripts/AI/Blackboard.cs.meta \
Assets/Tests/EditMode/AI Assets/Tests/EditMode/BaseGames.Tests.EditMode.asmdef
git commit -m "feat(ai): BrainGraph 核心程序集 + AiSignal + Blackboard(可自省)"
```
---
## Task 2: 能力接口、上下文、AiScript 声明基类
**Files:**
- Create: `Assets/_Game/Scripts/AI/ISensor.cs`
- Create: `Assets/_Game/Scripts/AI/IMover.cs`
- Create: `Assets/_Game/Scripts/AI/ICombatant.cs`
- Create: `Assets/_Game/Scripts/AI/IActorVitals.cs`
- Create: `Assets/_Game/Scripts/AI/IAiContext.cs`
- Create: `Assets/_Game/Scripts/AI/AiScript.cs`
> 本阶段接口只声明**测试消费到的最小成员**(YAGNI)。第 3 阶段接适配器时,按 spec §4 的完整映射表补齐其余方法(`SlotDetects`/`JumpTo`/`UseSkillWeighted`/`SetPoiseLevel` 等)。
- [ ] **Step 1: `ISensor`**
`Assets/_Game/Scripts/AI/ISensor.cs`:
```csharp
using UnityEngine;
namespace BaseGames.AI
{
/// 感知能力接口(第 3 阶段由 SensorAdapter 适配 PhysicsPerceptionSystem/ThreatAssessor)。
public interface ISensor
{
bool SeesPlayer();
bool InRange(float range); // 内部用平方距离比较
bool LostFor(float seconds); // 丢失玩家已持续 seconds
Vector2 LastKnown { get; }
}
}
```
- [ ] **Step 2: `IMover`**
`Assets/_Game/Scripts/AI/IMover.cs`:
```csharp
using UnityEngine;
namespace BaseGames.AI
{
/// 移动能力接口(第 3 阶段由 MoverAdapter 适配 IPathAgent/EnemyMovement)。
public interface IMover
{
void MoveTo(Vector2 target);
void FacePlayer();
void Stop();
void WalkRandom();
void LookAround();
}
}
```
- [ ] **Step 3: `ICombatant`**
`Assets/_Game/Scripts/AI/ICombatant.cs`:
```csharp
namespace BaseGames.AI
{
/// 战斗/能力调度接口(第 3 阶段由 CombatantAdapter 适配 EnemyAbilityRegistry)。
public interface ICombatant
{
bool UseAbility(string abilityId);
bool IsAbilityRunning(string abilityId = null); // null = 任意能力
bool NoAbilityRunning { get; }
bool CanUseAbility(string abilityId);
}
}
```
- [ ] **Step 4: `IActorVitals`**
`Assets/_Game/Scripts/AI/IActorVitals.cs`:
```csharp
namespace BaseGames.AI
{
/// 生命体征/受控状态接口(第 3 阶段由 VitalsAdapter 适配 EnemyStats/EnemyBase)。
public interface IActorVitals
{
bool IsAlive { get; }
/// 物理态是否为 Controlled——决策层仅在此为真时推进(IsControllable 让位门, spec §3.6)。
bool IsControllable { get; }
float HpPercent { get; }
bool HpBelow(float ratio);
}
}
```
- [ ] **Step 5: `IAiContext`**
`Assets/_Game/Scripts/AI/IAiContext.cs`:
```csharp
namespace BaseGames.AI
{
///
/// 传给所有状态回调 / 转换条件的上下文。声明层的 lambda 只能通过它访问实例,
/// 不得闭包捕获具体敌人——这是 lambda 挂在共享 AiGraph 上的前提(spec §3.8)。
///
public interface IAiContext
{
ISensor Sensor { get; }
IMover Mover { get; }
ICombatant Combat { get; }
IActorVitals Vitals { get; }
Blackboard Blackboard { get; }
}
}
```
- [ ] **Step 6: `AiScript` 抽象基类 + 特性**
`Assets/_Game/Scripts/AI/AiScript.cs`:
```csharp
using System;
namespace BaseGames.AI
{
/// 标注一个 AiScript 对应的敌人类型 id,供 AiDefinitionRegistry 反射收集(第 3 阶段)。
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
public sealed class AiDefinitionAttribute : Attribute
{
public string Id { get; }
public AiDefinitionAttribute(string id) => Id = id;
}
///
/// 一种敌人 AI 的声明基类(唯一事实来源)。子类实现 Build 用 fluent 描述状态机。
/// 构建结果 AiGraph 每类型只建一次、实例共享(flyweight, spec §3.1)。
///
public abstract class AiScript
{
AiGraph _cached;
/// 惰性构建并缓存共享 AiGraph。
public AiGraph GetOrBuildGraph()
{
if (_cached == null)
{
var b = new BrainBuilder();
Build(b);
_cached = b.Build();
}
return _cached;
}
protected abstract void Build(BrainBuilder b);
}
}
```
- [ ] **Step 7: 编译校验(无独立测试,类型将由后续任务的测试消费)**
Run: 触发 Unity 编译(MCP `unity_get_compilation_errors` 或切到 Editor)。
Expected: 无编译错误(`BrainBuilder`/`AiGraph` 尚未定义会报错 —— 因此本步骤仅创建接口文件,`AiScript.cs` 依赖的 `BrainBuilder`/`AiGraph` 在 Task 3、4 定义;**先不提交,与 Task 3、4 连续完成后一并编译**)。
> 说明:`AiScript.cs` 引用了 Task 3/4 才定义的 `BrainBuilder`/`AiGraph`。执行时先完成 Step 1-5(接口,可独立编译),Step 6 的 `AiScript.cs` 可暂缓到 Task 4 之后再落,或与 Task 3、4 合并提交。TDD 顺序见下方 Task 3。
- [ ] **Step 8: 提交接口层**
```bash
git add Assets/_Game/Scripts/AI/ISensor.cs Assets/_Game/Scripts/AI/IMover.cs \
Assets/_Game/Scripts/AI/ICombatant.cs Assets/_Game/Scripts/AI/IActorVitals.cs \
Assets/_Game/Scripts/AI/IAiContext.cs \
Assets/_Game/Scripts/AI/*.meta
git commit -m "feat(ai): BrainGraph 能力接口(ISensor/IMover/ICombatant/IActorVitals)+IAiContext"
```
---
## Task 3: `Transition` 与 `AiState`
**Files:**
- Create: `Assets/_Game/Scripts/AI/Transition.cs`
- Create: `Assets/_Game/Scripts/AI/AiState.cs`
- Create: `Assets/_Game/Scripts/AI/TransitionRecord.cs`
这两个是数据结构(无独立行为测试),其行为由 Task 4(builder)与 Task 5/6(runtime)的测试覆盖。因此本任务只创建类型 + 编译校验,不单独写测试。
- [ ] **Step 1: `Transition`**
`Assets/_Game/Scripts/AI/Transition.cs`:
```csharp
using System;
namespace BaseGames.AI
{
/// 一条转换:条件型(Condition 非空)或事件型(Event 非空)。二者互斥。
public sealed class Transition
{
public string Target { get; }
public Func Condition { get; } // 条件型:pull,按 LOD 频率评估
public AiSignal? Event { get; } // 事件型:push,收到信号即触发
public string Label { get; } // 可读标签(条件源码文本 / 事件名)
Transition(string target, Func condition, AiSignal? evt, string label)
{
Target = target;
Condition = condition;
Event = evt;
Label = label;
}
public static Transition OnCondition(string target, Func condition, string label)
=> new Transition(target, condition, null, label);
public static Transition OnEvent(string target, AiSignal evt)
=> new Transition(target, null, evt, "on " + evt);
public bool IsEvent => Event.HasValue;
}
}
```
- [ ] **Step 2: `TransitionRecord`(trace 用)**
`Assets/_Game/Scripts/AI/TransitionRecord.cs`:
```csharp
namespace BaseGames.AI
{
/// 一次已发生的转换,供调试器/MCP 自省"最近为何转换"。
public readonly struct TransitionRecord
{
public readonly string From;
public readonly string To;
public readonly string Trigger; // 条件标签或事件名
public TransitionRecord(string from, string to, string trigger)
{
From = from;
To = to;
Trigger = trigger;
}
public override string ToString() => $"{From} -> {To} : {Trigger}";
}
}
```
- [ ] **Step 3: `AiState`**
`Assets/_Game/Scripts/AI/AiState.cs`:
```csharp
using System;
using System.Collections.Generic;
namespace BaseGames.AI
{
/// 一个状态:进入/每帧/退出钩子 + 出边转换列表(按优先级有序,首个命中即转)。
public sealed class AiState
{
public string Name { get; }
public Action OnEnter { get; internal set; }
public Action OnTick { get; internal set; } // (ctx, dt)
public Action OnExit { get; internal set; }
public List Transitions { get; } = new List();
public AiState(string name) => Name = name;
}
}
```
- [ ] **Step 4: 编译校验**
Run: Unity 编译(`unity_get_compilation_errors`)。
Expected: 无新错误(这些类型自洽;`AiScript.cs` 仍缺 `BrainBuilder`/`AiGraph` → Task 4 补齐)。
- [ ] **Step 5: 提交**
```bash
git add Assets/_Game/Scripts/AI/Transition.cs Assets/_Game/Scripts/AI/AiState.cs \
Assets/_Game/Scripts/AI/TransitionRecord.cs Assets/_Game/Scripts/AI/*.meta
git commit -m "feat(ai): BrainGraph Transition/AiState/TransitionRecord 数据结构"
```
---
## Task 4: `AiGraph` 与 `BrainBuilder`(fluent 声明)
**Files:**
- Create: `Assets/_Game/Scripts/AI/AiGraph.cs`
- Create: `Assets/_Game/Scripts/AI/BrainBuilder.cs`
- Create: `Assets/Tests/EditMode/AI/BrainBuilderTests.cs`
- [ ] **Step 1: 写失败测试 —— builder 构建出正确的图结构**
`Assets/Tests/EditMode/AI/BrainBuilderTests.cs`:
```csharp
using NUnit.Framework;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public class BrainBuilderTests
{
static AiGraph BuildSample()
{
var b = new BrainBuilder();
b.Entry("Patrol");
b.Global().To("Dead").OnEvent(AiSignal.Died);
b.State("Patrol")
.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
b.State("Chase")
.To("Patrol").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
b.State("Dead");
return b.Build();
}
[Test]
public void Build_SetsEntryState()
{
Assert.AreEqual("Patrol", BuildSample().EntryState);
}
[Test]
public void Build_RegistersAllStates()
{
var g = BuildSample();
CollectionAssert.AreEquivalent(
new[] { "Patrol", "Chase", "Dead" },
System.Linq.Enumerable.ToList(g.StateNames));
}
[Test]
public void Build_UsesExplicitConditionLabel()
{
var g = BuildSample();
var t = g.GetState("Patrol").Transitions[0];
Assert.AreEqual("SeesPlayer", t.Label);
}
[Test]
public void Build_UnlabeledCondition_FallsBackToCond()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A").To("B").When(c => true);
b.State("B");
var g = b.Build();
Assert.AreEqual("cond", g.GetState("A").Transitions[0].Label);
}
[Test]
public void Build_GlobalTransitionsAreSeparate()
{
var g = BuildSample();
Assert.AreEqual(1, g.GlobalTransitions.Count);
Assert.AreEqual("Dead", g.GlobalTransitions[0].Target);
Assert.AreEqual(AiSignal.Died, g.GlobalTransitions[0].Event);
}
[Test]
public void Build_UnknownTransitionTarget_Throws()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A").To("Nonexistent").When(c => true);
Assert.Throws(() => b.Build());
}
}
}
```
- [ ] **Step 2: 运行测试确认失败**
Run: EditMode `BrainBuilderTests`
Expected: 编译失败 —— `AiGraph`/`BrainBuilder` 未定义。
- [ ] **Step 3: 实现 `AiGraph`**
`Assets/_Game/Scripts/AI/AiGraph.cs`:
```csharp
using System.Collections.Generic;
namespace BaseGames.AI
{
///
/// 不可变状态图,每敌人类型构建一次、所有实例共享(flyweight, spec §3.1/§3.8)。
/// 既被 AiRuntime 执行,又被 MermaidExporter/调试器只读投影。
///
public sealed class AiGraph
{
readonly Dictionary _states;
public string EntryState { get; }
public IReadOnlyList GlobalTransitions { get; }
public AiGraph(string entry, Dictionary states, IReadOnlyList globals)
{
EntryState = entry;
_states = states;
GlobalTransitions = globals;
}
public AiState GetState(string name) => _states[name];
public bool HasState(string name) => _states.ContainsKey(name);
public IEnumerable StateNames => _states.Keys;
public IEnumerable States => _states.Values;
}
}
```
- [ ] **Step 4: 实现 `BrainBuilder`(含 `StateBuilder`/`TransitionBuilder`/`GlobalBuilder`)**
`Assets/_Game/Scripts/AI/BrainBuilder.cs`:
```csharp
using System;
using System.Collections.Generic;
namespace BaseGames.AI
{
/// fluent builder:声明层的唯一入口。构建出不可变 AiGraph。
public sealed class BrainBuilder
{
readonly Dictionary _states = new Dictionary();
readonly List _globals = new List();
string _entry;
public BrainBuilder Entry(string stateName)
{
_entry = stateName;
return this;
}
public StateBuilder State(string name)
{
if (!_states.TryGetValue(name, out var s))
{
s = new AiState(name);
_states[name] = s;
}
return new StateBuilder(this, s);
}
public GlobalBuilder Global() => new GlobalBuilder(this);
internal void AddGlobal(Transition t) => _globals.Add(t);
public AiGraph Build()
{
if (string.IsNullOrEmpty(_entry))
throw new InvalidOperationException("BrainBuilder: 未设置 Entry 状态。");
if (!_states.ContainsKey(_entry))
throw new InvalidOperationException($"BrainBuilder: Entry 状态 '{_entry}' 未声明。");
// 校验所有转换目标存在(根因暴露,不做下游兜底, CLAUDE.md 第 6 条)
foreach (var s in _states.Values)
foreach (var t in s.Transitions)
if (!_states.ContainsKey(t.Target))
throw new InvalidOperationException(
$"BrainBuilder: 状态 '{s.Name}' 的转换指向未声明状态 '{t.Target}'。");
foreach (var t in _globals)
if (!_states.ContainsKey(t.Target))
throw new InvalidOperationException(
$"BrainBuilder: 全局转换指向未声明状态 '{t.Target}'。");
return new AiGraph(_entry, _states, _globals);
}
// ---- 嵌套 builder ----
public sealed class StateBuilder
{
readonly BrainBuilder _owner;
readonly AiState _state;
internal StateBuilder(BrainBuilder owner, AiState state) { _owner = owner; _state = state; }
public StateBuilder OnEnter(Action fn) { _state.OnEnter = fn; return this; }
public StateBuilder Tick(Action fn) { _state.OnTick = (c, _) => fn(c); return this; }
public StateBuilder Tick(Action fn) { _state.OnTick = fn; return this; }
public StateBuilder OnExit(Action fn) { _state.OnExit = fn; return this; }
public TransitionBuilder To(string target) => new TransitionBuilder(_owner, this, _state, target);
}
public sealed class TransitionBuilder
{
readonly BrainBuilder _owner;
readonly StateBuilder _stateBuilder;
readonly AiState _state;
readonly string _target;
internal TransitionBuilder(BrainBuilder owner, StateBuilder sb, AiState state, string target)
{ _owner = owner; _stateBuilder = sb; _state = state; _target = target; }
///
/// 条件转换。label 为可读标签(用于 Mermaid 边 / trace 触发原因),
/// C# 9 环境下需显式传入;不传则回退为 "cond"。
/// (升级到 C# 10 后可改用 [CallerArgumentExpression] 自动抓取源码文本。)
///
public StateBuilder When(Func cond, string label = null)
{
_state.Transitions.Add(Transition.OnCondition(_target, cond, label ?? "cond"));
return _stateBuilder;
}
/// 事件转换。
public StateBuilder OnEvent(AiSignal evt)
{
_state.Transitions.Add(Transition.OnEvent(_target, evt));
return _stateBuilder;
}
/// 在本状态停留 seconds 秒后转换(读 runtime 的状态计时器)。
public StateBuilder After(float seconds)
{
_state.Transitions.Add(Transition.OnCondition(
_target, c => AiRuntime.TimeInState(c) >= seconds, $"after {seconds}s"));
return _stateBuilder;
}
}
public sealed class GlobalBuilder
{
readonly BrainBuilder _owner;
string _pendingTarget;
internal GlobalBuilder(BrainBuilder owner) { _owner = owner; }
public GlobalBuilder To(string target) { _pendingTarget = target; return this; }
public GlobalBuilder OnEvent(AiSignal evt)
{
_owner.AddGlobal(Transition.OnEvent(_pendingTarget, evt));
return this;
}
public GlobalBuilder When(Func cond, string label = null)
{
_owner.AddGlobal(Transition.OnCondition(_pendingTarget, cond, label ?? "cond"));
return this;
}
}
}
}
```
> 注:`After()` 引用了 `AiRuntime.TimeInState(c)`(Task 5 定义的静态辅助,通过 context 取当前 runtime 的状态计时器)。若执行到本任务时 `AiRuntime` 尚未定义,先临时把 `After` 的实现体改为 `throw new NotImplementedException()` 以通过编译,Task 5 完成后回填(回填是同一函数体,非占位)。测试 `BrainBuilderTests` 不覆盖 `After`,不受影响。
>
> **标签方案(C# 9 环境,Unity 2022.3)**:转换的可读标签走**显式可选字符串**(`When(cond, "SeesPlayer")`)。声明时建议给关键条件转换传标签,使 Mermaid 边 / trace 触发原因可读;不传则回退为 `"cond"`。**不使用 `[CallerArgumentExpression]`**(那是 C# 10 特性,本项目 Unity 2022.3 用 C# 9,编译器不会填充)。将来升级语言级别后可无痛切换为自动抓取。
- [ ] **Step 5: 运行测试确认通过**
Run: EditMode `BrainBuilderTests`
Expected: PASS(5 项)。若 `After` 临时抛异常,本测试不涉及,仍应全绿。
- [ ] **Step 6: 补落 `AiScript.cs`(Task 2 Step 6 暂缓的文件)并编译**
此时 `BrainBuilder`/`AiGraph` 已存在,创建/确认 `AiScript.cs`(内容见 Task 2 Step 6),编译应通过。
- [ ] **Step 7: 提交**
```bash
git add Assets/_Game/Scripts/AI/AiGraph.cs Assets/_Game/Scripts/AI/BrainBuilder.cs \
Assets/_Game/Scripts/AI/AiScript.cs Assets/Tests/EditMode/AI/BrainBuilderTests.cs \
Assets/_Game/Scripts/AI/*.meta Assets/Tests/EditMode/AI/*.meta
git commit -m "feat(ai): BrainGraph AiGraph + BrainBuilder(fluent, 条件源码标签, 目标校验)"
```
---
## Task 5: `AiRuntime` —— Tick、条件转换、IsControllable 让位门、状态计时器
**Files:**
- Create: `Assets/_Game/Scripts/AI/AiRuntime.cs`
- Create: `Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs`
- Create: `Assets/Tests/EditMode/AI/AiRuntimeTests.cs`
- [ ] **Step 1: 写测试替身 `FakeAiContext`**
`Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs`:
```csharp
using System.Collections.Generic;
using UnityEngine;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public sealed class FakeSensor : ISensor
{
public bool Sees; public float LostForValue; public Vector2 Last;
public bool SeesPlayer() => Sees;
public bool InRange(float range) => Sees; // 简化:可见即在范围
public bool LostFor(float seconds) => LostForValue >= seconds;
public Vector2 LastKnown => Last;
}
public sealed class FakeMover : IMover
{
public List Calls = new List();
public void MoveTo(Vector2 t) => Calls.Add("MoveTo");
public void FacePlayer() => Calls.Add("FacePlayer");
public void Stop() => Calls.Add("Stop");
public void WalkRandom() => Calls.Add("WalkRandom");
public void LookAround() => Calls.Add("LookAround");
}
public sealed class FakeCombat : ICombatant
{
public string Running; public List Used = new List();
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 sealed class FakeVitals : IActorVitals
{
public bool Alive = true; public bool Controllable = true; public float Hp = 1f;
public bool IsAlive => Alive;
public bool IsControllable => Controllable;
public float HpPercent => Hp;
public bool HpBelow(float ratio) => Hp < ratio;
}
public sealed class FakeAiContext : IAiContext
{
public FakeSensor S = new FakeSensor();
public FakeMover M = new FakeMover();
public FakeCombat C = new FakeCombat();
public FakeVitals V = new FakeVitals();
public Blackboard BB = new Blackboard();
public ISensor Sensor => S;
public IMover Mover => M;
public ICombatant Combat => C;
public IActorVitals Vitals => V;
public Blackboard Blackboard => BB;
}
}
```
- [ ] **Step 2: 写失败测试 —— Tick、条件转换、门、计时器**
`Assets/Tests/EditMode/AI/AiRuntimeTests.cs`:
```csharp
using NUnit.Framework;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public class AiRuntimeTests
{
static AiGraph Graph()
{
var b = new BrainBuilder();
b.Entry("Patrol");
b.Global().To("Dead").OnEvent(AiSignal.Died);
b.State("Patrol")
.Tick(c => c.Mover.WalkRandom())
.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
b.State("Chase")
.OnEnter(c => c.Mover.FacePlayer())
.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))
.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
b.State("Search")
.To("Patrol").After(3f);
b.State("Dead");
return b.Build();
}
[Test]
public void StartsAtEntry()
{
var rt = new AiRuntime(Graph(), new FakeAiContext());
Assert.AreEqual("Patrol", rt.CurrentStateName);
}
[Test]
public void Tick_RunsCurrentStateTickAction()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
rt.Tick(0.1f);
CollectionAssert.Contains(ctx.M.Calls, "WalkRandom");
}
[Test]
public void ConditionTransition_FiresAndRunsEnterExit()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true;
rt.Tick(0.1f);
Assert.AreEqual("Chase", rt.CurrentStateName);
CollectionAssert.Contains(ctx.M.Calls, "FacePlayer"); // Chase.OnEnter
}
[Test]
public void Gate_SuspendsDecisionWhenNotControllable()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true;
ctx.V.Controllable = false; // 受击中
rt.Tick(0.1f);
Assert.AreEqual("Patrol", rt.CurrentStateName); // 未转换
Assert.IsTrue(rt.IsSuspended);
CollectionAssert.DoesNotContain(ctx.M.Calls, "WalkRandom"); // Tick 也不跑
}
[Test]
public void Gate_ResumesAndReevaluatesWhenControllable()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true;
ctx.V.Controllable = false;
rt.Tick(0.1f);
ctx.V.Controllable = true; // 恢复
rt.Tick(0.1f);
Assert.AreEqual("Chase", rt.CurrentStateName);
}
[Test]
public void After_UsesStateTimer()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true; rt.Tick(0.1f); // -> Chase
ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f); // -> Search
Assert.AreEqual("Search", rt.CurrentStateName);
rt.Tick(1f); rt.Tick(1f);
Assert.AreEqual("Search", rt.CurrentStateName); // 未满 3s
rt.Tick(1.5f);
Assert.AreEqual("Patrol", rt.CurrentStateName); // 累计 >3s
}
}
}
```
- [ ] **Step 3: 运行测试确认失败**
Run: EditMode `AiRuntimeTests`
Expected: 编译失败 —— `AiRuntime` 未定义。
- [ ] **Step 4: 实现 `AiRuntime`(本任务先实现条件转换 + 门 + 计时器;事件转换在 Task 6 追加)**
`Assets/_Game/Scripts/AI/AiRuntime.cs`:
```csharp
using System.Collections.Generic;
namespace BaseGames.AI
{
///
/// 每敌人实例一份的轻量执行器(spec §3.2)。持有当前状态、状态计时器、trace。
/// 共享的 AiGraph 不持有任何实例态。
///
public sealed class AiRuntime
{
readonly AiGraph _graph;
readonly IAiContext _ctx;
AiState _current;
float _timeInState;
readonly Queue _pending = new Queue();
readonly List _trace = new List();
const int TraceCap = 16;
public AiRuntime(AiGraph graph, IAiContext ctx)
{
_graph = graph;
_ctx = ctx;
EnterInitial();
}
public string CurrentStateName => _current.Name;
public bool IsSuspended { get; private set; }
public IReadOnlyList Trace => _trace;
public float TimeInStateValue => _timeInState;
void EnterInitial()
{
_current = _graph.GetState(_graph.EntryState);
_timeInState = 0f;
_current.OnEnter?.Invoke(_ctx);
}
/// 供 BrainBuilder.After() 通过 context 读取当前 runtime 的状态计时器。
static readonly System.Runtime.CompilerServices.ConditionalWeakTable _byContext
= new System.Runtime.CompilerServices.ConditionalWeakTable();
internal static float TimeInState(IAiContext ctx)
=> _byContext.TryGetValue(ctx, out var rt) ? rt._timeInState : 0f;
public void Tick(float dt)
{
_byContext.Remove(_ctx);
_byContext.Add(_ctx, this);
// IsControllable 让位门(spec §3.6):受击/硬直/击飞时挂起,不推进决策也不跑 Tick。
if (!_ctx.Vitals.IsControllable)
{
IsSuspended = true;
return;
}
IsSuspended = false;
_timeInState += dt;
if (TryTransition())
return; // 本帧发生转换,新状态下一帧再 Tick
_current.OnTick?.Invoke(_ctx, dt);
}
bool TryTransition()
{
// 全局/父层转换优先(本任务只评估条件型;事件型在 Task 6 处理)
foreach (var t in _graph.GlobalTransitions)
if (!t.IsEvent && t.Condition(_ctx))
return Switch(t);
foreach (var t in _current.Transitions)
if (!t.IsEvent && t.Condition(_ctx))
return Switch(t);
return false;
}
bool Switch(Transition t)
{
var from = _current.Name;
_current.OnExit?.Invoke(_ctx);
_current = _graph.GetState(t.Target);
_timeInState = 0f;
RecordTrace(new TransitionRecord(from, t.Target, t.Label));
_current.OnEnter?.Invoke(_ctx);
return true;
}
void RecordTrace(TransitionRecord r)
{
_trace.Add(r);
if (_trace.Count > TraceCap) _trace.RemoveAt(0);
}
/// 对象池复用时重置到初始态,清空所有实例态(spec §3.8)。
public void Reset()
{
_pending.Clear();
_trace.Clear();
_ctx.Blackboard.Clear();
IsSuspended = false;
EnterInitial();
}
}
}
```
- [ ] **Step 5: 回填 `BrainBuilder.After`(若 Task 4 曾临时抛异常)**
确认 `BrainBuilder.TransitionBuilder.After` 的实现体为(Task 4 Step 4 所示的正式版):
```csharp
_state.Transitions.Add(Transition.OnCondition(
_target, c => AiRuntime.TimeInState(c) >= seconds, $"after {seconds}s"));
```
- [ ] **Step 6: 运行测试确认通过**
Run: EditMode `AiRuntimeTests`
Expected: PASS(6 项:入口、Tick、条件转换、门挂起、门恢复重评估、After 计时器)。
- [ ] **Step 7: 提交**
```bash
git add Assets/_Game/Scripts/AI/AiRuntime.cs Assets/_Game/Scripts/AI/BrainBuilder.cs \
Assets/Tests/EditMode/AI/Fakes Assets/Tests/EditMode/AI/AiRuntimeTests.cs \
Assets/_Game/Scripts/AI/*.meta Assets/Tests/EditMode/AI/*.meta Assets/Tests/EditMode/AI/Fakes/*.meta
git commit -m "feat(ai): AiRuntime 条件转换+IsControllable让位门+状态计时器+trace+Reset"
```
---
## Task 6: `AiRuntime` 事件转换 + trace 触发原因 + 池复用测试
**Files:**
- Modify: `Assets/_Game/Scripts/AI/AiRuntime.cs`
- Modify: `Assets/Tests/EditMode/AI/AiRuntimeTests.cs`
- [ ] **Step 1: 追加失败测试 —— 事件转换(push)、优先级、Reset**
在 `AiRuntimeTests` 类中追加:
```csharp
[Test]
public void EventTransition_FiresOnSignal_EvenBeforeTick()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
rt.Send(AiSignal.Died);
rt.Tick(0.1f);
Assert.AreEqual("Dead", rt.CurrentStateName);
}
[Test]
public void EventTransition_FiresEvenWhenNotControllable()
{
// 死亡等事件不受让位门限制(门只挡决策推进/条件评估,不挡事件)
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.V.Controllable = false;
rt.Send(AiSignal.Died);
rt.Tick(0.1f);
Assert.AreEqual("Dead", rt.CurrentStateName);
}
[Test]
public void Trace_RecordsTriggerReason()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true;
rt.Tick(0.1f);
Assert.AreEqual(1, rt.Trace.Count);
Assert.AreEqual("Patrol", rt.Trace[0].From);
Assert.AreEqual("Chase", rt.Trace[0].To);
StringAssert.Contains("SeesPlayer", rt.Trace[0].Trigger);
}
[Test]
public void Reset_ReturnsToEntryAndClearsState()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true; rt.Tick(0.1f); // -> Chase
ctx.BB.Set("scratch", 42);
rt.Reset();
Assert.AreEqual("Patrol", rt.CurrentStateName);
Assert.IsEmpty(rt.Trace);
Assert.IsFalse(ctx.BB.Has("scratch"));
}
```
- [ ] **Step 2: 运行确认新测试失败**
Run: EditMode `AiRuntimeTests`
Expected: `EventTransition_*` FAIL(`Send` 未实现事件处理),`Reset_*`/`Trace_*` 可能已过(视 Task 5 实现);至少事件相关 2 项失败。
- [ ] **Step 3: 实现事件处理**
在 `AiRuntime.cs` 追加 `Send` 并在 `Tick` 开头处理事件队列(事件不受让位门限制)。修改如下:
在字段区已有 `_pending`。新增方法:
```csharp
/// 推送一个信号,用于事件驱动转换(push, spec §3.3/§4.1)。
public void Send(AiSignal signal) => _pending.Enqueue(signal);
```
将 `Tick` 改为先排空事件(不受门限制),再走门 + 条件:
```csharp
public void Tick(float dt)
{
_byContext.Remove(_ctx);
_byContext.Add(_ctx, this);
// 1) 事件转换:push,最高优先,且不受 IsControllable 门限制
while (_pending.Count > 0)
{
var sig = _pending.Dequeue();
if (TryEventTransition(sig))
return; // 事件触发转换后本帧结束
}
// 2) IsControllable 让位门
if (!_ctx.Vitals.IsControllable)
{
IsSuspended = true;
return;
}
IsSuspended = false;
_timeInState += dt;
// 3) 条件转换
if (TryTransition())
return;
_current.OnTick?.Invoke(_ctx, dt);
}
bool TryEventTransition(AiSignal sig)
{
foreach (var t in _graph.GlobalTransitions)
if (t.IsEvent && t.Event.Value == sig)
return Switch(t);
foreach (var t in _current.Transitions)
if (t.IsEvent && t.Event.Value == sig)
return Switch(t);
return false;
}
```
> `Reset()` 中已有 `_pending.Clear()`(Task 5),无需改动。
- [ ] **Step 4: 运行测试确认全通过**
Run: EditMode `AiRuntimeTests`
Expected: PASS(Task 5 的 6 项 + 本任务 4 项 = 10 项全绿)。
- [ ] **Step 5: 提交**
```bash
git add Assets/_Game/Scripts/AI/AiRuntime.cs Assets/Tests/EditMode/AI/AiRuntimeTests.cs
git commit -m "feat(ai): AiRuntime 事件转换(push,不受门限制)+trace触发原因+池复用重置测试"
```
---
## Task 7: 阶段自检与文档回链
**Files:**
- Modify: `Docs/superpowers/specs/2026-07-03-enemy-ai-framework-design.md`(在文末追加"实现进度"回链,可选)
- [ ] **Step 1: 全量跑核心测试**
Run: EditMode 全部 `BaseGames.Tests.EditMode.AI.*`
Expected: `BlackboardTests`(5) + `BrainBuilderTests`(5) + `AiRuntimeTests`(10) 全 PASS。
- [ ] **Step 2: 编译零错误确认**
Run: `unity_get_compilation_errors`
Expected: 无错误、无警告(除已知的 CallerArgumentExpression 兼容处理)。
- [ ] **Step 3: 验证 flyweight 共享(手动断言脚本,可选)**
用 MCP `unity_execute_code` 执行:构造一个测试 `AiScript` 子类,调用两次 `GetOrBuildGraph()`,断言返回**同一引用**(`ReferenceEquals == true`)→ 证明每类型只建一份、实例共享。
- [ ] **Step 4: 提交阶段收尾**
```bash
git add -A
git commit -m "chore(ai): BrainGraph 第1阶段核心运行时收尾——全测试通过"
```
---
## 后续阶段路线图(各自展开为独立计划)
本阶段交付"可独立单测、可工作的状态机核心"。后续阶段依赖它,届时各写一份计划:
- **第 2 阶段:能力编排 sugar + AiScheduler**
- `AbilitySequence` + `Seq.Select/Sequence` fluent(选招→Execute→while(IsRunning)等待→重评估,spec §3.4)。
- 嵌套子状态机(层级 HFSM,供 Boss 阶段),`AiScheduler` LOD 错峰调度(spec §3.7)。
- **第 3 阶段:能力接口完整成员 + 适配器 + 组件 + 信号接线**
- 按 spec §4 补齐 4 接口全部方法;`SensorAdapter/MoverAdapter/CombatantAdapter/VitalsAdapter`(`BaseGames.Enemies.AI` asmdef,去 Opsive 引用、加 `BaseGames.AI`)。
- `EnemyAiBrain : MonoBehaviour` + `AiDefinitionRegistry`(反射收集 `[AiDefinition]`,`RuntimeInitializeOnLoadMethod` 重置,遵关闭域重载约束)。
- `EnemyBase` raise `AiSignal`(受击/弹反/死亡/发现玩家/能力结束/阶段变更),移除 `#if GRAPH_DESIGNER` BT 集成;`IPoolable` 回收回调调 `AiRuntime.Reset()`。
- **第 4 阶段:交付面**
- `MermaidExporter`(`AiGraph→stateDiagram-v2`,菜单 + MCP 静态入口,spec §6.1)。
- `AiDebugService`(ServiceLocator 注册,`ListAgents/GetAgent/ExportMermaid/SetPaused/Step/ForceState`,spec §6.3)。
- `Editor/BrainGraphDebuggerWindow`(实时高亮 + trace + 黑板 + 能力 + 门状态,spec §6.2)。
- **第 5 阶段:脚手架接线 + 试点 + 退役 BD**
- 扩展 `SceneObjectPlacerTool`/`CharacterWizardWindow` 自动挂 `EnemyAiBrain` + 绑定定义/参数 SO(消除 `SceneObjectPlacerTool.cs:354/524` 手动 TODO)。
- 试点 `E001_CaoZhi`(PlayMode 行为验收)+ `ChaoFengBoss`(多阶段/加权技能/弱点窗口)。
- parity 后批量迁移,删除 49 个 `BD_*`、`EnemyBase` BT 集成、`com.opsive.*` 包(spec §8)。
---
## 自检记录(writing-plans self-review)
- **Spec 覆盖**:本阶段对应 spec §3.1(共享图)/§3.2(轻量运行时)/§3.3(条件+事件转换)/§3.6(IsControllable门)/§3.8(池复用重置、无实例捕获约束经 IAiContext 落实)。§3.4/§3.5黑板已建/§3.7/§4完整/§6/§7/§8 明确列入后续阶段路线图,无遗漏。
- **占位扫描**:无 TBD/TODO 占位;`After` 的临时抛异常 + Task 5 回填是明确的两步实现(非占位),已注明回填内容与顺序。
- **类型一致性**:`IAiContext.Sensor/Mover/Combat/Vitals/Blackboard`、`AiRuntime.CurrentStateName/IsSuspended/Trace/Send/Reset/Tick`、`Transition.OnCondition/OnEvent/IsEvent/Label`、`BrainBuilder.Entry/State/Global/Build`、`StateBuilder.OnEnter/Tick/OnExit/To`、`TransitionBuilder.When/OnEvent/After` 跨任务命名一致。
- **环境适配**:Unity 2022.3 = C# 9。转换标签走显式可选字符串(不用 C# 10 的 CallerArgumentExpression);`After` 用状态计时器、事件转换用 `AiSignal`,均 C# 9 兼容。