Files
zeling_v2/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs
T
joywayerandClaude Opus 5 3665504a58 feat(ai): 新增 IBossControl facet——Boss 阶段状态经 IAiContext 供图读取
非 Boss 敌人访问 IAiContext.Boss 显式抛 InvalidOperationException,
不返回空对象掩盖小怪图误挂 Boss 边的错误。BossResource 补 IsFull 供图条件边判定。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 12:15:54 +08:00

63 lines
2.5 KiB
C#

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 Chase; public bool Vision;
public bool InChaseZone() => Chase;
public bool InVisionZone() => Vision;
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 FakeCombat : ICombatant
{
public string Running; public List<string> Used = new List<string>();
public bool CanUse = true; // 供 CD 门控测试控制(默认可用,向后兼容)
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) => CanUse;
public void InterruptAbilities() => Running = null;
public bool Eligible; // 测试控制:是否有合格攻击
public bool BestAttackFails; // 模拟:选招器认为够得着,但实际没触发成功
public bool HasEligibleAttack() => Eligible;
public bool UseBestAttack()
{
if (!Eligible || BestAttackFails) return false;
Used.Add("best"); Running = "best"; return 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 FakeLocomotion L = new FakeLocomotion();
public FakeCombat C = new FakeCombat();
public FakeVitals V = new FakeVitals();
public Blackboard BB = new Blackboard();
public FakeBossControl B = new FakeBossControl();
public ISensor Sensor => S;
public IEnemyLocomotion Locomotion => L;
public ICombatant Combat => C;
public IActorVitals Vitals => V;
public Blackboard Blackboard => BB;
public IBossControl Boss => B;
}
}