State() 仍保持宽松(有则取),用于给已声明的态挂边;DeclareState() 只用于 首次声明行为,重复声明同名状态会抛异常。AiStateFragments 的四个建态原语 (Locomotion/Ability/AbilityOnce/Terminal)改用 DeclareState。同时给 IEngagementModule/IDeathModule/IUnawareModule 补充不变量说明。
76 lines
3.6 KiB
C#
76 lines
3.6 KiB
C#
using System;
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using BaseGames.AI;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// 建态原语。骨架、各模块、以及定制 AiScript 写自定义态时共用这几个形状,
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/// 保证"进入声明意图 / 离开收尾"的契约在全项目一致。
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/// </summary>
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public static class AiStateFragments
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{
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/// <summary>共享条件:脱离全部感知(追逐区与视野区都不在)。</summary>
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public static readonly Func<IAiContext, bool> LostAllZones =
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x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone();
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/// <summary>由 EnemyLocomotion 驱动的态:进入 / 每帧声明移动意图,离开时停。</summary>
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public static BrainBuilder.StateBuilder Locomotion(BrainBuilder b, string state, LocomotionMode mode)
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=> b.DeclareState(state)
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.OnEnter(x => ApplyLocomotion(x, mode))
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.Tick (x => ApplyLocomotion(x, mode))
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.OnExit(x => x.Locomotion.Stop());
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/// <summary>
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/// 由能力驱动的持续态:进入 / 每帧确保能力在跑(受击打断后自动重触发),离开中断。
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/// 用于追击、冲锋这类"只要还在这个状态就该一直在做"的能力。
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/// </summary>
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public static BrainBuilder.StateBuilder Ability(BrainBuilder b, string state, string abilityId)
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{
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RequireAbilityId(state, abilityId);
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return b.DeclareState(state)
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.OnEnter(x => EnsureAbility(x, abilityId))
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.Tick (x => EnsureAbility(x, abilityId))
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.OnExit(x => x.Combat.InterruptAbilities());
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}
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/// <summary>
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/// 由能力驱动的一次性态:只在进入时触发,不每帧重触发。
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/// 用于死亡等一次性演出——若用 Ability(),演出播完会被 Tick 无限重播。
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/// </summary>
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public static BrainBuilder.StateBuilder AbilityOnce(BrainBuilder b, string state, string abilityId)
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{
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RequireAbilityId(state, abilityId);
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return b.DeclareState(state).OnEnter(x => EnsureAbility(x, abilityId));
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}
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/// <summary>
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/// 无行为的终态。不需要在这里停移动——转入本态时,上一个态的 OnExit 已经收尾。
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/// 用于"死亡演出交给物理状态机(EnemyBase.PerformDeath)"的敌人。
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/// </summary>
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public static BrainBuilder.StateBuilder Terminal(BrainBuilder b, string state)
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=> b.DeclareState(state);
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static void ApplyLocomotion(IAiContext x, LocomotionMode mode)
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{
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if (mode == LocomotionMode.Face) x.Locomotion.Face(x.Sensor.LastKnown);
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else x.Locomotion.SetMode(mode);
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}
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// 建图期校验:空 id 会让状态存在却什么都不做——敌人杵着不动、无任何报错,
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// 正是 BrainBuilder.RequireState 要防的同一类静默失败。放建图期而非运行时回调里,
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// 既能快速失败,也省掉热路径上每帧一次的判空。
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static void RequireAbilityId(string state, string abilityId)
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{
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if (string.IsNullOrEmpty(abilityId))
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throw new ArgumentException(
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$"AiStateFragments: 状态 '{state}' 未配置能力 id。若该状态本就不需要能力" +
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"(如死亡演出交给物理状态机),请改用 Terminal()。", nameof(abilityId));
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}
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static void EnsureAbility(IAiContext x, string abilityId)
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{
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if (!x.Combat.IsAbilityRunning(abilityId)) x.Combat.UseAbility(abilityId);
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}
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}
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}
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