Files
zeling_v2/Assets/_Game/Scripts/Enemies/AIBrain/Ai/E001CaoZhiAi.cs
T
joywayerandClaude Opus 4.8 6c27993e09 feat(ai): 敌人感知↔状态模型——待机/警觉/追击/巡逻 + 可复用感知状态机
感知门面 EnemyBase.InChaseZone(追逐/aggro)/InVisionZone(视野/los,缺省回退aggro),纯查询;
转换逻辑归 AI 层: 新增可复用 PerceptionStateMachine(统一规则,HasAlert/视野缺省自动降级);
规则: 未发现进视野→警觉, 进追逐→追击(委托能力), 追击脱离视野→巡逻(永不回警觉,再进视野再警觉).
EnemyStatsSO.HasAlertState 勾选项; ContactChaseAbility 改纯执行器(退出由AI中断); E001 用可复用件.
PlayMode 验证四态转换全通过.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-09 15:10:39 +08:00

42 lines
2.1 KiB
C#

using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// E001(草蛭)AI —— 纯决策层,复用 PerceptionStateMachine 的"待机/警觉/追击/巡逻"统一规则。
/// 只声明差异:待机=伪装静止、警觉=张口(e001_alert)、追击=委托 e001_chase 能力、R=巡逻。
/// 追击移动/接触伤害由能力实现;退出追击由 AI 中断能力。依据 Docs/Game/Design/小怪设计-程序开发文档-01.md。
/// </summary>
[AiDefinition("E001")]
public sealed class E001CaoZhiAi : AiScript
{
static IEnemyActor Actor(IAiContext c) => (IEnemyActor)c;
protected override void Build(BrainBuilder b)
{
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
{
Idle = "Idle_Disguise",
Patrol = "Move_Patrol",
Alert = "Alert",
Chase = "Chase",
Death = "Death",
Entry = "Idle_Disguise",
Rest = "Move_Patrol",
ChaseAbilityId = "e001_chase",
OnIdleEnter = c => { c.Mover.Stop(); Actor(c).SetPhase(AiPhase.Idle); },
OnPatrolEnter = c => { c.Mover.UsePatrolSpeed(); Actor(c).SetPhase(AiPhase.Patrol); },
OnPatrolTick = c => c.Mover.WalkRandom(),
// 警觉:停下、朝向玩家、切 Alert 阶段(播警觉动画+feedback)、张口占位
OnAlertEnter = c => { c.Mover.Stop(); c.Mover.FacePlayer(); Actor(c).SetPhase(AiPhase.Alert); c.Combat.UseAbility("e001_alert"); },
// 追击进入:切追击速度、朝向、Chase 阶段(追击能力由 PerceptionStateMachine 触发)
OnChaseEnter = c => { c.Mover.UseChaseSpeed(); c.Mover.FacePlayer(); Actor(c).SetPhase(AiPhase.Chase); },
// 追击退出:中断追击能力(停移动、关接触伤害)
OnChaseExit = c => c.Combat.InterruptAbilities(),
OnDeathEnter = c => c.Mover.Stop(),
});
}
}
}