using System;
using UnityEngine;
using BaseGames.AI;
namespace BaseGames.Enemies
{
///
/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
///
public sealed class EnemyBrainContext : IAiContext, ISensor, ICombatant, IActorVitals, IEnemyActor
{
readonly EnemyBase _enemy;
readonly BossBase _boss;
readonly Blackboard _blackboard = new Blackboard();
Vector2 _lastKnown;
float _lostTimer;
public EnemyBrainContext(EnemyBase enemy)
{
_enemy = enemy;
_boss = enemy as BossBase; // 非 Boss 为 null,Boss facet 访问时显式抛
}
// ---- IAiContext ----
public ISensor Sensor => this;
public IEnemyLocomotion Locomotion => _enemy.Locomotion;
public ICombatant Combat => this;
public IActorVitals Vitals => this;
public Blackboard Blackboard => _blackboard;
///
/// Boss 专属决策面。非 Boss 敌人访问即抛——小怪图误挂了 Boss 边必须立刻暴露,
/// 不返回空对象让错误静默通过(CLAUDE.md 第 6 条)。
///
public IBossControl Boss => _boss ?? throw new InvalidOperationException(
$"[EnemyBrainContext] '{_enemy.name}' 不是 Boss(未挂 BossBase 或其子类)," +
"但它的 AI 图访问了 IAiContext.Boss。请检查该敌人是否误用了 Boss 专属的图或图片段。");
/// 每帧由 EnemyAiBrain 在 Tick 之前调用,维护最后已知位置与丢失计时(供需要的敌人用)。
public void Refresh(float dt)
{
bool vision = InVisionZone();
// 追逐区(aggro)或视野内都刷新最后已知位置:Approach 逼近态仅由 aggro 门控进入,
// 若只在视野时刷新,aggro 先于视野命中时 Pursue 会拿到 zero/过期点而扑向错误位置。
if ((vision || InChaseZone()) && _enemy.PlayerTransform != null)
_lastKnown = _enemy.PlayerTransform.position;
// 丢失计时仍以视野为准(LostFor 语义=脱离视野的时长,不受 aggro 影响)。
if (vision) _lostTimer = 0f;
else _lostTimer += dt;
}
/// 对象池复用时清空临时态。
public void ResetScratch()
{
_blackboard.Clear();
_lastKnown = _enemy.transform.position;
_lostTimer = 0f;
}
// ---- ISensor ----(纯感知查询,转换由 AI 状态机决定)
public bool InChaseZone() => _enemy.InChaseZone();
public bool InVisionZone() => _enemy.InVisionZone();
public bool SeesPlayer() => _enemy.IsPlayerVisible();
public bool InRange(float range) => _enemy.IsPlayerInRange(range);
public bool LostFor(float seconds) => !InVisionZone() && _lostTimer >= seconds;
public Vector2 LastKnown => _lastKnown;
// ---- ICombatant ----
///
/// 执行指定 id 的能力。解析不到该 id 一律显式报错——
/// 建图期 AiStateFragments.Ability/AbilityOnce 已挡掉空 id,
/// 所以运行期解析不到只可能是漏挂能力组件或 SO 上的 abilityId 写错,没有合法情形。
/// 静默返回 false 会让「能力态进入后什么都不做、IsAbilityRunning 恒假、
/// 完成条件立刻成立」表现为"演出被跳过"却零报错(CLAUDE.md 第 6 条)。
/// 用 LogError 而非抛异常:这是每帧路径,抛异常会打断整个 AiRuntime.Tick,
/// 让一个漏配的敌人拖垮整场战斗。
///
public bool UseAbility(string abilityId)
{
var a = _enemy.Abilities?.Get(abilityId);
if (a == null)
{
Debug.LogError($"[EnemyBrainContext] '{_enemy.name}' 的 AI 图请求能力 " +
$"'{abilityId}',但该敌人身上没有这个能力组件。" +
"请检查能力组件是否挂载、其 EnemyAbilitySO 的 abilityId 是否一致。", _enemy);
return false;
}
return a.Execute();
}
public bool IsAbilityRunning(string abilityId = null)
{
var reg = _enemy.Abilities;
if (reg == null) return false;
if (abilityId != null)
{
var a = reg.Get(abilityId);
return a != null && a.IsRunning;
}
var all = reg.All;
for (int i = 0; i < all.Count; i++)
if (all[i].IsRunning) return true;
return false;
}
public bool NoAbilityRunning => !IsAbilityRunning();
public bool CanUseAbility(string abilityId)
{
var a = _enemy.Abilities?.Get(abilityId);
return a != null && a.CanUse;
}
public void InterruptAbilities()
=> _enemy.Abilities?.InterruptAll(Abilities.InterruptReason.ExternalRequest);
public bool HasEligibleAttack()
{
var sel = _enemy.AttackSelector;
if (sel == null) return false;
return sel.HasEligible(_enemy.IsPlayerVisible(), _enemy.Movement != null && _enemy.Movement.IsGrounded);
}
public bool UseBestAttack()
{
var sel = _enemy.AttackSelector;
if (sel == null) return false;
var mode = _enemy.StatsSO != null
? _enemy.StatsSO.attackSelectionMode
: Abilities.AttackSelectionMode.WeightedRandom;
// 折扣系数与 mode 同步每次刷新,使播放模式下调参立即生效(不必重进场景)
if (_enemy.StatsSO != null)
sel.AntiRepeatFactor = _enemy.StatsSO.attackAntiRepeatFactor;
bool grounded = _enemy.Movement != null && _enemy.Movement.IsGrounded;
var pick = sel.Select(_enemy.IsPlayerVisible(), grounded, mode);
return pick != null && pick.Execute();
}
// ---- IActorVitals ----
public bool IsAlive => _enemy.IsAlive;
public bool IsControllable => _enemy.CurrentState == EnemyStateType.Controlled;
public float HpPercent
{
get
{
var stats = _enemy.Stats;
return stats != null && stats.MaxHP > 0 ? (float)stats.CurrentHP / stats.MaxHP : 0f;
}
}
public bool HpBelow(float ratio) => HpPercent < ratio;
// ---- IEnemyActor ----
public bool HasAlertState => _enemy.StatsSO != null && _enemy.StatsSO.HasAlertState;
}
}