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>
42 lines
2.1 KiB
C#
42 lines
2.1 KiB
C#
using BaseGames.AI;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// E001(草蛭)AI —— 纯决策层,复用 PerceptionStateMachine 的"待机/警觉/追击/巡逻"统一规则。
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/// 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。
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/// 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。
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/// </summary>
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[AiDefinition("E001")]
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public sealed class E001CaoZhiAi : AiScript
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{
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static IEnemyActor Actor(IAiContext c) => (IEnemyActor)c;
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protected override void Build(BrainBuilder b)
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{
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PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
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{
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Idle = "Idle_Disguise",
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Patrol = "Move_Patrol",
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Alert = "Alert",
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Chase = "Chase",
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Death = "Death",
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Entry = "Idle_Disguise",
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Rest = "Move_Patrol",
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ChaseAbilityId = "e001_chase",
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OnIdleEnter = c => { c.Mover.Stop(); Actor(c).SetPhase(AiPhase.Idle); },
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OnPatrolEnter = c => { c.Mover.UsePatrolSpeed(); Actor(c).SetPhase(AiPhase.Patrol); },
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OnPatrolTick = c => c.Mover.WalkRandom(),
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// 警觉:停下、朝向玩家、切 Alert 阶段(播警觉动画+feedback)、张口占位
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OnAlertEnter = c => { c.Mover.Stop(); c.Mover.FacePlayer(); Actor(c).SetPhase(AiPhase.Alert); c.Combat.UseAbility("e001_alert"); },
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// 追击进入:切追击速度、朝向、Chase 阶段(追击能力由 PerceptionStateMachine 触发)
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OnChaseEnter = c => { c.Mover.UseChaseSpeed(); c.Mover.FacePlayer(); Actor(c).SetPhase(AiPhase.Chase); },
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// 追击退出:中断追击能力(停移动、关接触伤害)
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OnChaseExit = c => c.Combat.InterruptAbilities(),
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OnDeathEnter = c => c.Mover.Stop(),
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});
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}
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}
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}
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