Files
zeling_v2/Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs
T
joywayerandClaude Opus 4.8 4ce798ea6e refactor(ai): E001 AI 重写为纯决策层,符合设计并委托能力模块
依据小怪设计文档重构 E001 状态机 Idle_Disguise→Skill_Start→Skill_Loop→Skill_End→Move_Patrol:
追击移动/接触伤害全部委托 e001_chase(ContactChaseAbility),AI 不再裸 MoveTo。
新增 ISensor.DetectsPlayer(视线OR近身,对齐设计)、IMover.UseChase/PatrolSpeed、
IEnemyActor.SetPhase(AI 声明阶段、EnemyBase 播动画)。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 16:51:47 +08:00

61 lines
2.3 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 SeesPlayer() => Sees;
public bool DetectsPlayer() => Sees; // 测试里等同可见
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 FakeMover : IMover
{
public List<string> Calls = new List<string>();
public void MoveTo(Vector2 t) => Calls.Add("MoveTo");
public void FacePlayer() => Calls.Add("FacePlayer");
public void Stop() => Calls.Add("Stop");
public void WalkRandom() => Calls.Add("WalkRandom");
public void LookAround() => Calls.Add("LookAround");
public void UseChaseSpeed() => Calls.Add("UseChaseSpeed");
public void UsePatrolSpeed() => Calls.Add("UsePatrolSpeed");
}
public sealed class FakeCombat : ICombatant
{
public string Running; public List<string> Used = new List<string>();
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) => 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 FakeMover M = new FakeMover();
public FakeCombat C = new FakeCombat();
public FakeVitals V = new FakeVitals();
public Blackboard BB = new Blackboard();
public ISensor Sensor => S;
public IMover Mover => M;
public ICombatant Combat => C;
public IActorVitals Vitals => V;
public Blackboard Blackboard => BB;
}
}