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。 /// 交战风格(Engagement):默认 ChaseAbility=单一冲锋能力节点; /// ApproachAttack=把追击换成 Approach(寻路逼近)↔Attack(到射程选招攻击、攻击时停逼近) 两态子机, /// 打完回逼近重判、脱离全部感知区→R。 /// public static class PerceptionStateMachine { /// 交战风格:单一冲锋能力,或"寻路逼近 + 选招攻击"两态子机。 public enum EngagementStyle { ChaseAbility, ApproachAttack } 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; // 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。 // 由冷却门控 Patrol→Chase,避免"CD 期在追逐区每帧 Chase↔Patrol 来回抖"。 public bool PatrolBetweenChases = false; // 交战风格(默认冲锋能力,保持现状);ApproachAttack 时启用 Approach↔Attack 两态子机。 public EngagementStyle Engagement = EngagementStyle.ChaseAbility; public string ApproachState = "Approach"; public string AttackState = "Attack"; } 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) // 进追击的条件:默认"在追逐区"。PatrolBetweenChases 时加冷却门——CD 中不回追击, // 使 Chase(冲刺)→Patrol(CD 巡逻)→Chase 循环不抖动。冷却门仅在冲锋能力风格下生效。 string chaseId = c.ChaseAbilityId; System.Func canChase; string chaseLabel; if (c.Engagement == EngagementStyle.ChaseAbility && c.PatrolBetweenChases) { canChase = x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId); chaseLabel = "InChaseZone+offCD"; } else { canChase = x => x.Sensor.InChaseZone(); chaseLabel = "InChaseZone"; } // 交战入口态:冲锋风格=Chase;逼近风格=Approach string combatEntry = c.Engagement == EngagementStyle.ApproachAttack ? c.ApproachState : c.Chase; // 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(combatEntry).When(canChase, chaseLabel) .To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert"); AddLocomotionState(b, c.Patrol, c.PatrolMode) .To(combatEntry).When(canChase, chaseLabel) .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(combatEntry).When(canChase, chaseLabel) .To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision"); if (c.Engagement == EngagementStyle.ApproachAttack) { // Approach:寻路逼近;有招够得着→Attack;脱离全部感知→R b.State(c.ApproachState) .OnEnter(x => x.Locomotion.Pursue(x.Sensor.LastKnown)) .Tick(x => x.Locomotion.Pursue(x.Sensor.LastKnown)) .OnExit(x => x.Locomotion.Stop()) .To(c.AttackState).When(x => x.Combat.HasEligibleAttack(), "attackInRange") .To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones"); // Attack:停逼近 + 选招攻击;打完回 Approach;脱离感知→R b.State(c.AttackState) .OnEnter(x => { x.Locomotion.Stop(); x.Combat.UseBestAttack(); }) .OnExit(x => x.Combat.InterruptAbilities()) .To(c.ApproachState).When(x => !x.Combat.IsAbilityRunning(), "attackDone") .To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones"); } else { // 追击退出: // 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, // 是否再冲刺交由 Patrol 侧冷却门控。 // 默认: 脱离全部感知(追逐区且视野区都不在)→R(永不回警觉)。 var chase = AddAbilityState(b, c.Chase, chaseId); if (c.PatrolBetweenChases) chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD"); else chase.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; } }