Files
zeling_v2/Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs
T
joywayerandClaude Opus 5 0a92d21ce1 fix(enemy): 应用 Task 3 代码审查意见
补上池化路径的防重复记忆重置——ResetRepeatMemory 此前文档承诺了
「对象池复用时清除」却无任何调用点,而它要取代的 BossBase.LastUsedSkillId
恰好在 OnSpawn 里有重置。放 EnemyBase.OnSpawn 以覆盖全部池化敌人。

折扣系数改为每次选招前刷新,与 attackSelectionMode 的读取时机对齐——
此前策划在播放模式下调系数无效、调模式却立即生效,容易误判为功能没生效。
默认值收敛为 EnemyAttackSelector.DefaultAntiRepeatFactor 单一常量。

测试:IneligiblePrevious 用例改用系数 0.5——原先用 0 时,把折扣错写在
eligibility 归零之前也照样通过,是个永远不会失败的测试;统计用例边界由
7σ 收紧到 5σ 使其真正验证该系数;补 ResetRepeatMemory 的确定性用例、
系数 1.0 无惩罚、三候选三条。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 13:00:28 +08:00

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using System;
using UnityEngine;
using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// 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。
/// </summary>
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 nullBoss 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;
/// <summary>
/// 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)。
/// </summary>
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。");
/// <summary>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)。</summary>
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;
}
/// <summary>对象池复用时清空临时态。</summary>
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 ----
public bool UseAbility(string abilityId)
{
var a = _enemy.Abilities?.Get(abilityId);
return a != null && 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;
}
}