# 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。