37 KiB
敌人寻路逼近 + 攻击选择器 实现计划
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: 新增"寻路逼近(Approach)+ 到攻击范围内按策略选招攻击、攻击时暂停逼近"的敌人交战范式,与现有冲锋(Chase)范式并存。
Architecture: 感知系统(PhysicsPerceptionSystem)继续管敌人级交战状态(脱战/警戒/追逐);每个攻击能力自管圆形攻击触发范围;AI 状态机(PerceptionStateMachine)新增 opt-in 的 Approach↔Attack 两态子机做决策;纯逻辑的 EnemyAttackSelector 从"够得着+未冷却+LOS+着地"的候选里按 WeightedRandom/Priority 选招。
Tech Stack: Unity 2D、C#、PathBerserker2d 导航、自研 BrainGraph HFSM、NUnit EditMode 测试(Unity Test Runner)。
设计文档: Docs_Dev/superpowers/specs/2026-07-24-enemy-nav-approach-attack-design.md
通用验证方式:
- 编译门:改动 C# 后,用 MCP
unity_get_compilation_errors确认 0 错误。 - EditMode 测试:Unity 菜单
Window > General > Test Runner > EditMode > Run All(或运行指定类)。 - 提交:每个 Task 末尾
git add <改动文件> && git commit。提交信息用中文 + 类型前缀(feat(enemy):/test(enemy):)。
文件结构
新建:
Assets/_Game/Scripts/Enemies/Abilities/AbilityCategory.cs— 能力调度分类枚举。Assets/_Game/Scripts/Enemies/Abilities/AttackSelectionMode.cs— 选招模式枚举。Assets/_Game/Scripts/Enemies/Abilities/IAttackCandidate.cs— 选择器候选契约。Assets/_Game/Scripts/Enemies/Abilities/EnemyAttackSelector.cs— 选招器(纯逻辑)。Assets/Tests/EditMode/Enemies/EnemyAttackSelectorTests.cs— 选招器单测。
修改:
Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilitySO.cs— +category/weight/rangeRadius/rangeOffset。Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs— +attackSelectionMode。Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs— 实现IAttackCandidate+InAttackRange()。Assets/_Game/Scripts/AI/ICombatant.cs— +HasEligibleAttack/UseBestAttack。Assets/_Game/Scripts/AI/IEnemyLocomotion.cs— +Pursue。Assets/_Game/Scripts/Enemies/EnemyLocomotion.cs— 实现 Pursue。Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs— 实现 HasEligibleAttack/UseBestAttack。Assets/_Game/Scripts/Enemies/EnemyBase.cs— 构建 selector + 校验。Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs— +ApproachAttack 拓扑。Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs— FakeCombat +HasEligibleAttack/UseBestAttack。Assets/Tests/EditMode/AI/Fakes/FakeLocomotion.cs— +Pursue。Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs— +ApproachAttack 拓扑测试。
Task 1: 枚举与 SO 字段(选招/射程元数据)
Files:
-
Create:
Assets/_Game/Scripts/Enemies/Abilities/AbilityCategory.cs -
Create:
Assets/_Game/Scripts/Enemies/Abilities/AttackSelectionMode.cs -
Modify:
Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilitySO.cs -
Modify:
Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs -
Step 1: 建 AbilityCategory 枚举
AbilityCategory.cs:
namespace BaseGames.Enemies.Abilities
{
/// <summary>能力调度分类:攻击选择器只从 <see cref="Attack"/> 类里选招。</summary>
public enum AbilityCategory
{
None, // 未分类(默认,不参与选招)
Attack, // 攻击招式(选择器候选)
Movement, // 位移/机动
Utility // 辅助/增益
}
}
- Step 2: 建 AttackSelectionMode 枚举
AttackSelectionMode.cs:
namespace BaseGames.Enemies.Abilities
{
/// <summary>多攻击选招策略。</summary>
public enum AttackSelectionMode
{
WeightedRandom, // 合格集内按 weight 加权随机
Priority // 合格集内取 priority 最高(并列取首个)
}
}
- Step 3: EnemyAbilitySO 加字段
在 EnemyAbilitySO.cs 的 priority 字段之后(exclusionGroup/priority 所在 Header 块末尾)追加:
[Header("选招(攻击选择器用)")]
[Tooltip("能力调度分类;攻击选择器只从 Attack 类里选招")]
public AbilityCategory category = AbilityCategory.None;
[Tooltip("WeightedRandom 模式下的相对权重(越大越易被选)")]
[Min(0f)] public float weight = 1f;
[Header("攻击触发范围(招式自管,圆形)")]
[Tooltip("触发半径(m);category==Attack 时必须 > 0,否则永远够不着(Awake 报错)")]
[Min(0f)] public float rangeRadius = 0f;
[Tooltip("范围圆心相对敌人的偏移(m),X 随朝向翻转")]
public Vector2 rangeOffset = Vector2.zero;
EnemyAbilitySO已using UnityEngine;且与AbilityCategory同命名空间,无需额外 using。旧的preferredMinRange/preferredMaxRange保留不动(降级为编辑器提示)。
- Step 4: EnemyStatsSO 加字段
在 EnemyStatsSO.cs 的 AttackCooldown 字段附近(战斗参数区)追加:
[Header("攻击选招策略")]
[Tooltip("到攻击范围内如何从多个候选招里选一个")]
public BaseGames.Enemies.Abilities.AttackSelectionMode attackSelectionMode
= BaseGames.Enemies.Abilities.AttackSelectionMode.WeightedRandom;
- Step 5: 编译门
用 MCP unity_get_compilation_errors,预期:0 错误。
- Step 6: 提交
git add Assets/_Game/Scripts/Enemies/Abilities/AbilityCategory.cs \
Assets/_Game/Scripts/Enemies/Abilities/AttackSelectionMode.cs \
Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilitySO.cs \
Assets/_Game/Scripts/Enemies/EnemyStatsSO.cs
git commit -m "feat(enemy): 攻击选招元数据(category/weight/圆形射程)与选招模式入 SO"
Task 2: 攻击候选契约与 InAttackRange
Files:
-
Create:
Assets/_Game/Scripts/Enemies/Abilities/IAttackCandidate.cs -
Modify:
Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs -
Step 1: 建 IAttackCandidate 接口
IAttackCandidate.cs:
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 攻击选择器的候选契约。攻击类 <see cref="EnemyAbilityBase"/> 实现之;
/// 抽象出来使 <see cref="EnemyAttackSelector"/> 可脱离 MonoBehaviour 单测。
/// </summary>
public interface IAttackCandidate
{
bool CanUse { get; } // 未冷却 + 未运行 + 存活
bool RequiresLineOfSight { get; } // 是否需要视线(由敌人级 LOS 提供)
bool RequiresGrounded { get; } // 是否需要着地
float Weight { get; } // WeightedRandom 权重
int Priority { get; } // Priority 优先级
bool InAttackRange(); // 招式自管圆形射程内是否有玩家
bool Execute(); // 触发本招
}
}
- Step 2: EnemyAbilityBase 实现 IAttackCandidate
在 EnemyAbilityBase.cs,把类声明改为实现接口:
public abstract class EnemyAbilityBase : MonoBehaviour, IAttackCandidate
并在类内(CanUse 属性附近)追加以下成员(CanUse 已存在,接口自动匹配):
// ── IAttackCandidate(供 EnemyAttackSelector 选招)──────────────────
public bool RequiresLineOfSight => _config != null && _config.requiresLineOfSight;
public bool RequiresGrounded => _config != null && _config.requiresGrounded;
public float Weight => _config != null ? _config.weight : 0f;
public int Priority => _config != null ? _config.priority : 0;
/// <summary>本招圆形攻击范围内是否有玩家(招式自管其射程;LOS 复用敌人级 IsPlayerVisible)。</summary>
public virtual bool InAttackRange()
{
if (_config == null || _config.rangeRadius <= 0f
|| _enemy == null || _enemy.PlayerTransform == null) return false;
float sign = _transform.localScale.x < 0f ? -1f : 1f;
Vector2 origin = (Vector2)_transform.position
+ new Vector2(_config.rangeOffset.x * sign, _config.rangeOffset.y);
float r = _config.rangeRadius;
return ((Vector2)_enemy.PlayerTransform.position - origin).sqrMagnitude <= r * r;
}
Execute()与CanUse已在基类存在,直接满足接口。_config/_enemy/_transform均为已有受保护字段。
- Step 3: 编译门
MCP unity_get_compilation_errors,预期 0 错误。
- Step 4: 提交
git add Assets/_Game/Scripts/Enemies/Abilities/IAttackCandidate.cs \
Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs
git commit -m "feat(enemy): EnemyAbilityBase 实现 IAttackCandidate 契约(自管圆形射程)"
Task 3: EnemyAttackSelector(选招器)+ 单元测试(TDD)
Files:
-
Test:
Assets/Tests/EditMode/Enemies/EnemyAttackSelectorTests.cs -
Create:
Assets/_Game/Scripts/Enemies/Abilities/EnemyAttackSelector.cs -
Step 1: 写失败测试
EnemyAttackSelectorTests.cs:
using System.Collections.Generic;
using NUnit.Framework;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Tests.EditMode.Enemies
{
public class EnemyAttackSelectorTests
{
sealed class FakeCandidate : IAttackCandidate
{
public bool CanUseV = true, InRange = true, ReqLOS = false, ReqGround = false, Executed;
public float WeightV = 1f;
public int PriorityV = 0;
public bool CanUse => CanUseV;
public bool RequiresLineOfSight => ReqLOS;
public bool RequiresGrounded => ReqGround;
public float Weight => WeightV;
public int Priority => PriorityV;
public bool InAttackRange() => InRange;
public bool Execute() { Executed = true; return true; }
}
static EnemyAttackSelector Sel(params IAttackCandidate[] cs)
=> new EnemyAttackSelector(new List<IAttackCandidate>(cs));
[Test]
public void Empty_NoEligible()
{
var s = Sel();
Assert.IsFalse(s.HasEligible(true, true));
Assert.IsNull(s.Select(true, true, AttackSelectionMode.Priority));
}
[Test]
public void ExcludesOnCooldown()
{
var c = new FakeCandidate { CanUseV = false };
Assert.IsFalse(Sel(c).HasEligible(true, true));
}
[Test]
public void ExcludesOutOfRange()
{
var c = new FakeCandidate { InRange = false };
Assert.IsFalse(Sel(c).HasEligible(true, true));
}
[Test]
public void ExcludesWhenNeedsLOS_ButNoLOS()
{
var c = new FakeCandidate { ReqLOS = true };
Assert.IsFalse(Sel(c).HasEligible(false, true)); // hasLOS=false
Assert.IsTrue (Sel(c).HasEligible(true, true));
}
[Test]
public void ExcludesWhenNeedsGrounded_ButAirborne()
{
var c = new FakeCandidate { ReqGround = true };
Assert.IsFalse(Sel(c).HasEligible(true, false)); // grounded=false
Assert.IsTrue (Sel(c).HasEligible(true, true));
}
[Test]
public void Priority_PicksHighest()
{
var lo = new FakeCandidate { PriorityV = 1 };
var hi = new FakeCandidate { PriorityV = 5 };
var pick = Sel(lo, hi).Select(true, true, AttackSelectionMode.Priority);
Assert.AreSame(hi, pick);
}
[Test]
public void Priority_TieTakesFirstInList()
{
var a = new FakeCandidate { PriorityV = 3 };
var b = new FakeCandidate { PriorityV = 3 };
var pick = Sel(a, b).Select(true, true, AttackSelectionMode.Priority);
Assert.AreSame(a, pick);
}
[Test]
public void Priority_SkipsIneligible()
{
var blocked = new FakeCandidate { PriorityV = 9, InRange = false }; // 高优但够不着
var ok = new FakeCandidate { PriorityV = 1 };
var pick = Sel(blocked, ok).Select(true, true, AttackSelectionMode.Priority);
Assert.AreSame(ok, pick);
}
[Test]
public void Weighted_SingleEligible_AlwaysThatOne()
{
var only = new FakeCandidate { WeightV = 2f };
for (int i = 0; i < 20; i++)
Assert.AreSame(only, Sel(only).Select(true, true, AttackSelectionMode.WeightedRandom));
}
[Test]
public void Weighted_NeverPicksIneligible()
{
var bad = new FakeCandidate { WeightV = 100f, InRange = false };
var ok = new FakeCandidate { WeightV = 1f };
for (int i = 0; i < 50; i++)
Assert.AreSame(ok, Sel(bad, ok).Select(true, true, AttackSelectionMode.WeightedRandom));
}
}
}
- Step 2: 运行确认失败
Test Runner 运行 EnemyAttackSelectorTests,预期:编译失败(EnemyAttackSelector 未定义)。
- Step 3: 实现 EnemyAttackSelector
EnemyAttackSelector.cs:
using System.Collections.Generic;
using UnityEngine;
namespace BaseGames.Enemies.Abilities
{
/// <summary>
/// 多攻击选招器:从候选(category==Attack)里按"射程 + 冷却 + LOS + 着地"过滤,
/// 再按 <see cref="AttackSelectionMode"/> 选一个。纯逻辑、无 MonoBehaviour 依赖,可单测。
/// </summary>
public sealed class EnemyAttackSelector
{
private readonly List<IAttackCandidate> _candidates;
public EnemyAttackSelector(IEnumerable<IAttackCandidate> candidates)
=> _candidates = new List<IAttackCandidate>(candidates);
public int Count => _candidates.Count;
private static bool Eligible(IAttackCandidate c, bool hasLOS, bool grounded)
=> c != null && c.CanUse && c.InAttackRange()
&& (!c.RequiresLineOfSight || hasLOS)
&& (!c.RequiresGrounded || grounded);
public bool HasEligible(bool hasLOS, bool grounded)
{
for (int i = 0; i < _candidates.Count; i++)
if (Eligible(_candidates[i], hasLOS, grounded)) return true;
return false;
}
public IAttackCandidate Select(bool hasLOS, bool grounded, AttackSelectionMode mode)
=> mode == AttackSelectionMode.Priority
? SelectByPriority(hasLOS, grounded)
: SelectByWeight(hasLOS, grounded);
private IAttackCandidate SelectByPriority(bool hasLOS, bool grounded)
{
IAttackCandidate best = null;
for (int i = 0; i < _candidates.Count; i++)
{
var c = _candidates[i];
if (!Eligible(c, hasLOS, grounded)) continue;
if (best == null || c.Priority > best.Priority) best = c; // 并列取首个
}
return best;
}
private IAttackCandidate SelectByWeight(bool hasLOS, bool grounded)
{
float total = 0f;
for (int i = 0; i < _candidates.Count; i++)
{
var c = _candidates[i];
if (Eligible(c, hasLOS, grounded)) total += Mathf.Max(0f, c.Weight);
}
if (total <= 0f) return SelectByPriority(hasLOS, grounded); // 权重全 0 → 退化为确定性取首个合格
float roll = Random.value * total;
for (int i = 0; i < _candidates.Count; i++)
{
var c = _candidates[i];
if (!Eligible(c, hasLOS, grounded)) continue;
roll -= Mathf.Max(0f, c.Weight);
if (roll <= 0f) return c;
}
return null; // 理论不达(浮点边界兜底)
}
}
}
- Step 4: 运行确认通过
Test Runner 运行 EnemyAttackSelectorTests,预期:全部 PASS。若 Assets/Tests/EditMode/Enemies/ 需要 .asmdef——不需要,EditMode 测试同属 BaseGames.Tests.EditMode 程序集(已引用 BaseGames.Enemies)。
- Step 5: 提交
git add Assets/_Game/Scripts/Enemies/Abilities/EnemyAttackSelector.cs \
Assets/Tests/EditMode/Enemies/EnemyAttackSelectorTests.cs
git commit -m "feat(enemy): EnemyAttackSelector 选招器(射程+冷却+LOS+着地过滤,两模式选招)+单测"
Task 4: ICombatant 扩展 + EnemyBrainContext 实现 + FakeCombat
Files:
-
Modify:
Assets/_Game/Scripts/AI/ICombatant.cs -
Modify:
Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs -
Modify:
Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs -
Step 1: ICombatant 加两方法
在 ICombatant.cs 接口内追加:
/// <summary>攻击选择器中是否有"够得着且未冷却"的招(供 Approach→Attack 转换)。</summary>
bool HasEligibleAttack();
/// <summary>按敌人配置的选招模式选一个攻击并触发;返回是否成功触发。</summary>
bool UseBestAttack();
- Step 2: EnemyBrainContext 实现
在 EnemyBrainContext.cs 的 // ---- ICombatant ---- 区块末尾(InterruptAbilities 之后)追加:
public bool HasEligibleAttack()
{
var sel = _enemy.AttackSelector;
if (sel == null) return false;
return sel.HasEligible(_enemy.IsPlayerVisible(), _enemy.Movement != null && _enemy.Movement.IsGrounded);
}
public bool UseBestAttack()
{
var sel = _enemy.AttackSelector;
if (sel == null) return false;
var mode = _enemy.StatsSO != null
? _enemy.StatsSO.attackSelectionMode
: Abilities.AttackSelectionMode.WeightedRandom;
bool grounded = _enemy.Movement != null && _enemy.Movement.IsGrounded;
var pick = sel.Select(_enemy.IsPlayerVisible(), grounded, mode);
return pick != null && pick.Execute();
}
_enemy.AttackSelector在 Task 6 添加。此处引用即可(同一提交在 Task 6 前无法编译——所以 Task 4 的编译门与 Task 6 合并验证;见 Step 5)。为避免"引用未定义成员",先做 Task 6 的 Step 1(加 AttackSelector 属性桩)再回本任务——或按下方 Step 顺序:本任务与 Task 6 连续实现、统一编译门。
- Step 3: FakeCombat 实现新方法
在 FakeAiContext.cs 的 FakeCombat 类内追加(供状态机测试控制):
public bool Eligible; // 测试控制:是否有合格攻击
public bool HasEligibleAttack() => Eligible;
public bool UseBestAttack()
{
if (!Eligible) return false;
Used.Add("best"); Running = "best"; return true;
}
- Step 4: 检查其它 ICombatant 实现者
用 Grep 搜 : ICombatant / ICombatant, 确认只有 EnemyBrainContext 与 FakeCombat 两处实现;若有其它实现者,一并补齐两方法(否则编译失败)。
- Step 5: 编译门(与 Task 6 合并)
因 _enemy.AttackSelector 依赖 Task 6,先完成 Task 6 再统一跑编译门。届时 MCP unity_get_compilation_errors 预期 0 错误。
- Step 6: 提交(与 Task 6 合并提交,或本任务单独提交待 Task 6 后编译通过再提交)
git add Assets/_Game/Scripts/AI/ICombatant.cs \
Assets/_Game/Scripts/Enemies/AIBrain/EnemyBrainContext.cs \
Assets/Tests/EditMode/AI/Fakes/FakeAiContext.cs
git commit -m "feat(enemy): ICombatant 增加 HasEligibleAttack/UseBestAttack + Context/Fake 实现"
Task 5: IEnemyLocomotion.Pursue + EnemyLocomotion 实现 + FakeLocomotion
Files:
-
Modify:
Assets/_Game/Scripts/AI/IEnemyLocomotion.cs -
Modify:
Assets/_Game/Scripts/Enemies/EnemyLocomotion.cs -
Modify:
Assets/Tests/EditMode/AI/Fakes/FakeLocomotion.cs -
Step 1: 接口加 Pursue
在 IEnemyLocomotion.cs 接口内 Approach 之后追加:
void Pursue(Vector2 target); // 寻路逼近(RunSpeed):每帧朝 target 重寻路(底层防抖)
- Step 2: EnemyLocomotion 实现 Pursue
在 EnemyLocomotion.cs 的 MoveTo 方法之后追加:
/// <summary>
/// 寻路逼近:设 Approach 模式 + RunSpeed,每帧朝 target 发一次寻路请求(底层 Nav 自带防抖/受阻/NavLink)。
/// 与一次性 <see cref="MoveTo"/> 的区别:设跑速、语义为"持续追向移动目标"。供 AI 追击态每帧调用。
/// </summary>
public void Pursue(Vector2 target)
{
_mode = LocomotionMode.Approach;
_approachTarget = null;
if (_enemy?.Stats != null) _enemy.Nav?.SetSpeed(_enemy.Stats.RunSpeed);
_enemy?.MoveTo(target);
}
- Step 3: FakeLocomotion 实现 Pursue
在 FakeLocomotion.cs 类内追加:
public void Pursue(Vector2 p) { CurrentMode = LocomotionMode.Approach; Calls.Add("Pursue"); }
- Step 4: 编译门
MCP unity_get_compilation_errors,预期 0 错误。
- Step 5: 提交
git add Assets/_Game/Scripts/AI/IEnemyLocomotion.cs \
Assets/_Game/Scripts/Enemies/EnemyLocomotion.cs \
Assets/Tests/EditMode/AI/Fakes/FakeLocomotion.cs
git commit -m "feat(enemy): IEnemyLocomotion 增加 Pursue 寻路逼近原语(RunSpeed)"
Task 6: EnemyBase 构建选择器 + 根因校验
Files:
-
Modify:
Assets/_Game/Scripts/Enemies/EnemyBase.cs -
Step 1: 加 AttackSelector 属性与字段
在 EnemyBase.cs 的 Abilities 属性附近追加:
public Abilities.EnemyAttackSelector AttackSelector => _attackSelector;
private Abilities.EnemyAttackSelector _attackSelector;
- Step 2: 在 Abilities 收集后构建选择器
在 EnemyBase.Awake(或调用 _abilities.CollectFrom(gameObject) 之处)紧随其后追加:
BuildAttackSelector();
并在类内新增方法:
/// <summary>
/// 从已注册能力里收集 category==Attack 的候选,构建攻击选择器。
/// 根因校验:攻击招 rangeRadius<=0(永远够不着)显式报错,不静默兜底(CLAUDE.md §6)。
/// </summary>
private void BuildAttackSelector()
{
var candidates = new System.Collections.Generic.List<Abilities.IAttackCandidate>();
var all = _abilities?.All;
if (all != null)
{
for (int i = 0; i < all.Count; i++)
{
var ab = all[i];
if (ab == null || ab.Config == null) continue;
if (ab.Config.category != Abilities.AbilityCategory.Attack) continue;
if (ab.Config.rangeRadius <= 0f)
Debug.LogError($"[EnemyBase] 攻击招 '{ab.Config.abilityId}' 的 rangeRadius<=0," +
"永远够不着玩家。请在其 EnemyAbilitySO 上配置攻击触发半径。", ab);
candidates.Add(ab); // EnemyAbilityBase 实现 IAttackCandidate
}
}
_attackSelector = new Abilities.EnemyAttackSelector(candidates);
}
是否报"配了 ApproachAttack 却无候选"由使用该风格的敌人在其 AI/配置侧校验(本期以 rangeRadius 校验为主,够暴露最常见漏配)。
_abilities为已有字段(Abilities属性的后备)。
- Step 3: 编译门(含 Task 4 改动)
MCP unity_get_compilation_errors,预期 0 错误(此时 Task 4 的 _enemy.AttackSelector 引用已可解析)。
- Step 4: 运行既有 EditMode 测试确认无回归
Test Runner 运行 EnemyAttackSelectorTests + PerceptionStateMachineTests(既有),预期全 PASS。
- Step 5: 提交(可与 Task 4 合并)
git add Assets/_Game/Scripts/Enemies/EnemyBase.cs
git commit -m "feat(enemy): EnemyBase 构建攻击选择器(收集 Attack 类+rangeRadius 根因校验)"
Task 7: PerceptionStateMachine 的 ApproachAttack 拓扑 + 测试(TDD)
Files:
-
Test:
Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs -
Modify:
Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs -
Step 1: 写失败测试
在 PerceptionStateMachineTests.cs 类内追加 ApproachAttack 构图工厂与测试:
// ── ApproachAttack 交战风格 ───────────────────────────────────────
static AiGraph GraphApproach(string entry = "Idle")
{
var b = new BrainBuilder();
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
{
Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Death = "Death",
Entry = entry, Rest = "Patrol",
IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face,
Engagement = PerceptionStateMachine.EngagementStyle.ApproachAttack,
ApproachState = "Approach", AttackState = "Attack",
});
return b.Build();
}
[Test]
public void Approach_EnteredFromChaseZone_UsesPursue()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true;
rt.Tick(0.1f);
Assert.AreEqual("Approach", rt.CurrentStateName);
CollectionAssert.Contains(ctx.L.Calls, "Pursue"); // 寻路逼近意图
}
[Test]
public void Approach_ToAttack_WhenEligibleAttack()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f); // → Approach
ctx.C.Eligible = true; // 有招够得着
rt.Tick(0.1f);
Assert.AreEqual("Attack", rt.CurrentStateName);
CollectionAssert.Contains(ctx.C.Used, "best"); // 选招触发
}
[Test]
public void Attack_StopsLocomotion_OnEnter()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack
CollectionAssert.Contains(ctx.L.Calls, "Stop"); // 攻击时暂停逼近
}
[Test]
public void Attack_ToApproach_WhenAttackDone()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack, Running="best"
Assert.AreEqual("Attack", rt.CurrentStateName);
ctx.C.Running = null; // 攻击打完
rt.Tick(0.1f);
Assert.AreEqual("Approach", rt.CurrentStateName); // 回逼近重判
}
[Test]
public void Approach_ToRest_WhenLeftAllZones()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f); // → Approach
ctx.S.Chase = false; ctx.S.Vision = false; // 脱离全部感知
rt.Tick(0.1f);
Assert.AreEqual("Patrol", rt.CurrentStateName);
}
[Test]
public void ApproachAttack_Death_IsGlobal()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
rt.Send(AiSignal.Died); rt.Tick(0.1f);
Assert.AreEqual("Death", rt.CurrentStateName);
}
- Step 2: 运行确认失败
Test Runner 运行 PerceptionStateMachineTests,预期:编译失败(EngagementStyle/ApproachState/AttackState 未定义)。
- Step 3: PerceptionStateMachine 加 EngagementStyle + Config 字段
在 PerceptionStateMachine 类内、Config 之上加枚举:
/// <summary>交战风格:单一冲锋能力,或"寻路逼近 + 选招攻击"两态子机。</summary>
public enum EngagementStyle { ChaseAbility, ApproachAttack }
在 Config 内追加字段:
// 交战风格(默认冲锋能力,保持现状);ApproachAttack 时启用 Approach↔Attack 两态子机。
public EngagementStyle Engagement = EngagementStyle.ChaseAbility;
public string ApproachState = "Approach";
public string AttackState = "Attack";
- Step 4: 改 Add 方法:交战入口与子机分支
将 Add 中"进追击条件"与"追击状态构建"两段改为如下(其余不变)。
先把 canChase 计算改为仅在 ChaseAbility 风格下应用冷却门:
string chaseId = c.ChaseAbilityId;
System.Func<IAiContext, bool> canChase;
string chaseLabel;
if (c.Engagement == EngagementStyle.ChaseAbility && c.PatrolBetweenChases)
{
canChase = x => x.Sensor.InChaseZone() && x.Combat.CanUseAbility(chaseId);
chaseLabel = "InChaseZone+offCD";
}
else
{
canChase = x => x.Sensor.InChaseZone();
chaseLabel = "InChaseZone";
}
// 交战入口态:冲锋风格=Chase;逼近风格=Approach
string combatEntry = c.Engagement == EngagementStyle.ApproachAttack ? c.ApproachState : c.Chase;
把 Idle/Patrol/Alert 三处的 .To(c.Chase) 改为 .To(combatEntry):
AddLocomotionState(b, c.Idle, c.IdleMode)
.To(combatEntry).When(canChase, chaseLabel)
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
AddLocomotionState(b, c.Patrol, c.PatrolMode)
.To(combatEntry).When(canChase, chaseLabel)
.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
AddLocomotionState(b, c.Alert, c.AlertMode)
.To(combatEntry).When(canChase, chaseLabel)
.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
把原"追击退出"整段(var chase = AddAbilityState(...) 那段)替换为按风格分支:
if (c.Engagement == EngagementStyle.ApproachAttack)
{
// Approach:寻路逼近;有招够得着→Attack;脱离全部感知→R
b.State(c.ApproachState)
.OnEnter(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
.Tick(x => x.Locomotion.Pursue(x.Sensor.LastKnown))
.OnExit(x => x.Locomotion.Stop())
.To(c.AttackState).When(x => x.Combat.HasEligibleAttack(), "attackInRange")
.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
// Attack:停逼近 + 选招攻击;打完回 Approach;脱离感知→R
b.State(c.AttackState)
.OnEnter(x => { x.Locomotion.Stop(); x.Combat.UseBestAttack(); })
.OnExit(x => x.Combat.InterruptAbilities())
.To(c.ApproachState).When(x => !x.Combat.IsAbilityRunning(), "attackDone")
.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
}
else
{
var chase = AddAbilityState(b, c.Chase, chaseId);
if (c.PatrolBetweenChases)
chase.To(c.Rest).When(x => !x.Combat.IsAbilityRunning(chaseId), "dashDone→CD");
else
chase.To(c.Rest).When(x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone(), "leftAllZones");
}
保留
AddAbilityState(b, c.Death, c.DeathAbilityId);与全局 Died 转换不变。combatEntry用于三处升级转换;ApproachAttack风格下c.Chase不建态。
- Step 5: 运行确认通过
Test Runner 运行 PerceptionStateMachineTests(含既有 ChaseAbility 用例 + 新 ApproachAttack 用例),预期:全部 PASS。既有冲锋用例应不受影响(默认 Engagement=ChaseAbility)。
- Step 6: 编译门
MCP unity_get_compilation_errors,预期 0 错误。
- Step 7: 提交
git add Assets/_Game/Scripts/Enemies/AIBrain/PerceptionStateMachine.cs \
Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs
git commit -m "feat(enemy): PerceptionStateMachine 增加 ApproachAttack 风格(寻路逼近↔选招攻击)+测试"
Task 8: 编辑器 —— 攻击射程 Gizmo 与自检校验
Files:
-
Modify:
Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs(#if UNITY_EDITORGizmo) -
Modify: 自检工具(
SOValidationRunner所在文件,用 Grep 定位) -
Step 1: 攻击范围 Gizmo(选中敌人可见)
在 EnemyAbilityBase.cs 末尾追加(类内,#if UNITY_EDITOR):
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
if (_config == null || _config.category != AbilityCategory.Attack || _config.rangeRadius <= 0f) return;
float sign = transform.localScale.x < 0f ? -1f : 1f;
Vector3 origin = transform.position
+ new Vector3(_config.rangeOffset.x * sign, _config.rangeOffset.y, 0f);
UnityEditor.Handles.color = new Color(1f, 0.4f, 0.2f, 0.9f);
UnityEditor.Handles.DrawWireDisc(origin, Vector3.forward, _config.rangeRadius);
UnityEditor.Handles.Label(origin, $"{_config.abilityId} range");
}
#endif
_config在编辑期未 Awake 也可用(SerializeField);_enemy/_transform不依赖,用transform直接取。
- Step 2: 编译门
MCP unity_get_compilation_errors,预期 0 错误。
- Step 3: SOValidationRunner 加校验项(若存在该扩展点)
用 Grep 定位 SOValidationRunner。若其对 EnemyAbilitySO 有逐资产校验钩子,追加:category==Attack 且 rangeRadius<=0 → 记为校验失败(附资产路径与 abilityId)。若该工具无按类型钩子,则跳过本步(运行时 BuildAttackSelector 的 LogError 已兜住根因暴露),并在提交信息注明"运行时已校验,SO 静态校验待工具支持"。
- Step 4: 提交
git add Assets/_Game/Scripts/Enemies/Abilities/EnemyAbilityBase.cs
# 若改了自检工具,一并 add 其文件
git commit -m "feat(enemy): 攻击能力射程 Gizmo + category==Attack 的 rangeRadius 自检"
Task 9: 手动 / PlayMode 验收
Files: 无(场景内验证)
- Step 1: 准备测试敌人
在 TestRoomA(或用 ChaoFeng):给一个敌人挂 ≥2 个攻击能力(各配 category=Attack、不同 rangeRadius/rangeOffset、weight/priority),其 EnemyStatsSO.attackSelectionMode 先设 WeightedRandom。其 AI 定义(AiScript)改用 Engagement=ApproachAttack(参照 E001CaoZhiAi 的 PerceptionStateMachine.Add 配置,去掉 ChaseAbilityId、加 Engagement)。确保敌人身上有寻路组件(EnemyNavAgent)与场景已烘焙 PB2d 导航面(含隔沟处的 Jump/Fall NavLink)。
- Step 2: 验证寻路逼近
进 Play,让玩家站在与敌人隔着平台缺口的位置且在 aggro 范围内。预期:敌人沿寻路路径(走到跳点→跳/落 NavLink→过去)逼近玩家,而非直线卡在缺口边。
- Step 3: 验证到范围选招攻击 + 暂停逼近
玩家进入某招 rangeRadius。预期:敌人停下逼近、播该招攻击;打完回逼近;若仍在范围且招就绪→再次选招(WeightedRandom 下多次交战招式有变化)。切 attackSelectionMode=Priority 复验:稳定优先高 priority 招。
- Step 4: 验证脱战回退
玩家跑出全部感知区。预期:敌人退出交战、回巡逻(Rest=Patrol)。
- Step 5: 验证根因校验
临时把某攻击招 rangeRadius 设 0,进 Play。预期:Console 出现 [EnemyBase] 攻击招 '...' 的 rangeRadius<=0 报错(不静默)。验证后改回。
- Step 6: 记录结果
把验收结论(通过/问题)记入 Docs_Dev/Verification/(沿用现有验证文档风格)。若全通过,本功能完成。
自检记录(写计划时)
- Spec 覆盖:§2 职责边界→Task 1/2/6/7;§4.1 SO 字段→Task 1;§4.2 InAttackRange→Task 2;§4.3 选择器→Task 3;§4.4 StatsSO→Task 1;§4.5 ICombatant→Task 4;§4.6 Pursue→Task 5;§4.7 状态机→Task 7;§5 边界/校验→Task 6/9;§6 测试→Task 3/7/9;§7 脚手架/Gizmo/自检→Task 8。全部有对应任务。
- 类型一致性:
EnemyAttackSelector(IEnumerable<IAttackCandidate>)、HasEligible(bool,bool)、Select(bool,bool,AttackSelectionMode)、ICombatant.HasEligibleAttack()/UseBestAttack()、IEnemyLocomotion.Pursue(Vector2)、EnemyBase.AttackSelector、Config.Engagement/ApproachState/AttackState—— 各任务引用一致。 - 顺序依赖:Task 4(引用
EnemyBase.AttackSelector)需与 Task 6 连续实现、统一编译门(已在 Task 4 Step 2/5 注明)。