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zeling_v2/Assets/_Game/Scripts/AI/BrainBuilder.cs
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using System;
using System.Collections.Generic;
namespace BaseGames.AI
{
/// <summary>fluent builder:声明层的唯一入口。构建出不可变 AiGraph。</summary>
public sealed class BrainBuilder
{
readonly Dictionary<string, AiState> _states = new Dictionary<string, AiState>();
readonly List<Transition> _globals = new List<Transition>();
string _entry;
public BrainBuilder Entry(string stateName)
{
_entry = stateName;
return this;
}
public StateBuilder State(string name)
{
if (!_states.TryGetValue(name, out var s))
{
s = new AiState(name);
_states[name] = s;
}
return new StateBuilder(this, s);
}
public GlobalBuilder Global() => new GlobalBuilder(this);
internal void AddGlobal(Transition t) => _globals.Add(t);
public AiGraph Build()
{
if (string.IsNullOrEmpty(_entry))
throw new InvalidOperationException("BrainBuilder: 未设置 Entry 状态。");
if (!_states.ContainsKey(_entry))
throw new InvalidOperationException($"BrainBuilder: Entry 状态 '{_entry}' 未声明。");
foreach (var s in _states.Values)
foreach (var t in s.Transitions)
if (!_states.ContainsKey(t.Target))
throw new InvalidOperationException(
$"BrainBuilder: 状态 '{s.Name}' 的转换指向未声明状态 '{t.Target}'。");
foreach (var t in _globals)
if (!_states.ContainsKey(t.Target))
throw new InvalidOperationException(
$"BrainBuilder: 全局转换指向未声明状态 '{t.Target}'。");
return new AiGraph(_entry, _states, _globals);
}
public sealed class StateBuilder
{
readonly BrainBuilder _owner;
readonly AiState _state;
internal StateBuilder(BrainBuilder owner, AiState state) { _owner = owner; _state = state; }
public StateBuilder OnEnter(Action<IAiContext> fn) { _state.OnEnter = fn; return this; }
public StateBuilder Tick(Action<IAiContext> fn) { _state.OnTick = (c, _) => fn(c); return this; }
public StateBuilder Tick(Action<IAiContext, float> fn) { _state.OnTick = fn; return this; }
public StateBuilder OnExit(Action<IAiContext> fn) { _state.OnExit = fn; return this; }
public TransitionBuilder To(string target) => new TransitionBuilder(_owner, this, _state, target);
}
public sealed class TransitionBuilder
{
readonly BrainBuilder _owner;
readonly StateBuilder _stateBuilder;
readonly AiState _state;
readonly string _target;
internal TransitionBuilder(BrainBuilder owner, StateBuilder sb, AiState state, string target)
{ _owner = owner; _stateBuilder = sb; _state = state; _target = target; }
/// <summary>
/// 条件转换。label 为可读标签(用于 Mermaid 边 / trace 触发原因),
/// C# 9 环境下需显式传入;不传则回退为 "cond"。
/// </summary>
public StateBuilder When(Func<IAiContext, bool> cond, string label = null)
{
_state.Transitions.Add(Transition.OnCondition(_target, cond, label ?? "cond"));
return _stateBuilder;
}
/// <summary>事件转换。</summary>
public StateBuilder OnEvent(AiSignal evt)
{
_state.Transitions.Add(Transition.OnEvent(_target, evt));
return _stateBuilder;
}
/// <summary>在本状态停留 seconds 秒后转换(读 runtime 的状态计时器)。Task 5 回填实现。</summary>
public StateBuilder After(float seconds)
{
// 依赖 AiRuntime.TimeInStateTask 5 定义)。本任务先临时抛异常以通过编译,Task 5 回填正式实现。
throw new NotImplementedException("After 将在 Task 5 回填(依赖 AiRuntime 状态计时器)。");
}
}
public sealed class GlobalBuilder
{
readonly BrainBuilder _owner;
string _pendingTarget;
internal GlobalBuilder(BrainBuilder owner) { _owner = owner; }
public GlobalBuilder To(string target) { _pendingTarget = target; return this; }
public GlobalBuilder OnEvent(AiSignal evt)
{
_owner.AddGlobal(Transition.OnEvent(_pendingTarget, evt));
return this;
}
public GlobalBuilder When(Func<IAiContext, bool> cond, string label = null)
{
_owner.AddGlobal(Transition.OnCondition(_pendingTarget, cond, label ?? "cond"));
return this;
}
}
}
}