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>
78 lines
3.7 KiB
C#
78 lines
3.7 KiB
C#
using System;
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using BaseGames.AI;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// 可复用的"待机/警觉/追击/巡逻"感知状态机(统一规则,见 spec《敌人感知↔状态》)。
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/// 职责边界:**状态转换逻辑在 AI 层(本类)**;感知系统只回答 InChaseZone/InVisionZone。
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/// 规则:
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/// 待机/巡逻: 在追逐区→追击(优先); 否则 有警觉且在视野→警觉; 否则保持。
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/// 警觉: 在追逐区→追击; 否则 脱离视野→R; 否则保持警觉。
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/// 追击: 委托能力; 脱离视野→R(永不回警觉)。
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/// 缺省自动降级:无警觉(HasAlert=false)→警觉分支不触发;无视野槽→维持退化用追逐区。
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/// </summary>
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public static class PerceptionStateMachine
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{
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public sealed class Config
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{
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public string Idle = "Idle";
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public string Patrol = "Patrol";
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public string Alert = "Alert";
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public string Chase = "Chase";
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public string Death = "Death";
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public string Entry = "Idle"; // 初始态
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public string Rest = "Patrol"; // R:降级(退出追击/警觉丢失)回到的静止态
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public string ChaseAbilityId; // 追击委托的能力 id(进入追击即触发;退出由 OnChaseExit 中断)
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public Action<IAiContext> OnIdleEnter;
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public Action<IAiContext> OnPatrolEnter;
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public Action<IAiContext> OnPatrolTick;
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public Action<IAiContext> OnAlertEnter;
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public Action<IAiContext> OnChaseEnter;
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public Action<IAiContext> OnChaseExit;
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public Action<IAiContext> OnDeathEnter;
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}
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public static void Add(BrainBuilder b, Config c)
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{
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b.Entry(c.Entry);
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b.Global().To(c.Death).OnEvent(AiSignal.Died); // 受击致死 → 死亡(全局最高优先)
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// 待机 / 巡逻:未发现态,同样的升级转换(追逐优先、其次警觉)
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AddUndiscovered(b.State(c.Idle).OnEnter(x => c.OnIdleEnter?.Invoke(x)), c);
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AddUndiscovered(
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b.State(c.Patrol)
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.OnEnter(x => c.OnPatrolEnter?.Invoke(x))
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.Tick(x => c.OnPatrolTick?.Invoke(x)),
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c);
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// 警觉(仅升级路径出现):进追逐区→追击;脱离视野→R;在视野内则保持(无转出)
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b.State(c.Alert)
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.OnEnter(x => c.OnAlertEnter?.Invoke(x))
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.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
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.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
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// 追击:委托能力实现移动/伤害;脱离视野 → R(永不回警觉);退出时中断追击能力
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b.State(c.Chase)
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.OnEnter(x =>
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{
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c.OnChaseEnter?.Invoke(x);
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if (!string.IsNullOrEmpty(c.ChaseAbilityId)) x.Combat.UseAbility(c.ChaseAbilityId);
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})
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.OnExit(x => c.OnChaseExit?.Invoke(x))
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.To(c.Rest).When(x => !x.Sensor.InVisionZone(), "leftVision");
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b.State(c.Death).OnEnter(x => c.OnDeathEnter?.Invoke(x));
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}
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// 未发现态(Idle/Patrol)升级:在追逐区→追击(优先);否则 有警觉且在视野→警觉
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static void AddUndiscovered(BrainBuilder.StateBuilder sb, Config c)
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{
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sb.To(c.Chase).When(x => x.Sensor.InChaseZone(), "InChaseZone")
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.To(c.Alert).When(x => HasAlert(x) && x.Sensor.InVisionZone(), "InVision+HasAlert");
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}
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static bool HasAlert(IAiContext x) => x is IEnemyActor a && a.HasAlertState;
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}
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}
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