补上池化路径的防重复记忆重置——ResetRepeatMemory 此前文档承诺了 「对象池复用时清除」却无任何调用点,而它要取代的 BossBase.LastUsedSkillId 恰好在 OnSpawn 里有重置。放 EnemyBase.OnSpawn 以覆盖全部池化敌人。 折扣系数改为每次选招前刷新,与 attackSelectionMode 的读取时机对齐—— 此前策划在播放模式下调系数无效、调模式却立即生效,容易误判为功能没生效。 默认值收敛为 EnemyAttackSelector.DefaultAntiRepeatFactor 单一常量。 测试:IneligiblePrevious 用例改用系数 0.5——原先用 0 时,把折扣错写在 eligibility 归零之前也照样通过,是个永远不会失败的测试;统计用例边界由 7σ 收紧到 5σ 使其真正验证该系数;补 ResetRepeatMemory 的确定性用例、 系数 1.0 无惩罚、三候选三条。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
137 lines
5.7 KiB
C#
137 lines
5.7 KiB
C#
using System;
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using UnityEngine;
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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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/// 把 EnemyBase 的子系统包装成 BrainGraph 的能力接口(每敌人一实例)。
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/// 状态逻辑只依赖这些接口,不直接引用具体子系统。
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/// </summary>
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public sealed class EnemyBrainContext : IAiContext, ISensor, ICombatant, IActorVitals, IEnemyActor
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{
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readonly EnemyBase _enemy;
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readonly BossBase _boss;
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readonly Blackboard _blackboard = new Blackboard();
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Vector2 _lastKnown;
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float _lostTimer;
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public EnemyBrainContext(EnemyBase enemy)
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{
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_enemy = enemy;
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_boss = enemy as BossBase; // 非 Boss 为 null,Boss facet 访问时显式抛
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}
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// ---- IAiContext ----
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public ISensor Sensor => this;
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public IEnemyLocomotion Locomotion => _enemy.Locomotion;
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public ICombatant Combat => this;
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public IActorVitals Vitals => this;
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public Blackboard Blackboard => _blackboard;
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/// <summary>
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/// Boss 专属决策面。非 Boss 敌人访问即抛——小怪图误挂了 Boss 边必须立刻暴露,
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/// 不返回空对象让错误静默通过(CLAUDE.md 第 6 条)。
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/// </summary>
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public IBossControl Boss => _boss ?? throw new InvalidOperationException(
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$"[EnemyBrainContext] '{_enemy.name}' 不是 Boss(未挂 BossBase 或其子类)," +
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"但它的 AI 图访问了 IAiContext.Boss。请检查该敌人是否误用了 Boss 专属的图或图片段。");
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/// <summary>每帧由 EnemyAiBrain 在 Tick 之前调用,维护最后已知位置与丢失计时(供需要的敌人用)。</summary>
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public void Refresh(float dt)
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{
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bool vision = InVisionZone();
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// 追逐区(aggro)或视野内都刷新最后已知位置:Approach 逼近态仅由 aggro 门控进入,
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// 若只在视野时刷新,aggro 先于视野命中时 Pursue 会拿到 zero/过期点而扑向错误位置。
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if ((vision || InChaseZone()) && _enemy.PlayerTransform != null)
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_lastKnown = _enemy.PlayerTransform.position;
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// 丢失计时仍以视野为准(LostFor 语义=脱离视野的时长,不受 aggro 影响)。
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if (vision) _lostTimer = 0f;
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else _lostTimer += dt;
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}
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/// <summary>对象池复用时清空临时态。</summary>
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public void ResetScratch()
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{
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_blackboard.Clear();
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_lastKnown = _enemy.transform.position;
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_lostTimer = 0f;
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}
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// ---- ISensor ----(纯感知查询,转换由 AI 状态机决定)
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public bool InChaseZone() => _enemy.InChaseZone();
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public bool InVisionZone() => _enemy.InVisionZone();
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public bool SeesPlayer() => _enemy.IsPlayerVisible();
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public bool InRange(float range) => _enemy.IsPlayerInRange(range);
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public bool LostFor(float seconds) => !InVisionZone() && _lostTimer >= seconds;
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public Vector2 LastKnown => _lastKnown;
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// ---- ICombatant ----
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public bool UseAbility(string abilityId)
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{
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var a = _enemy.Abilities?.Get(abilityId);
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return a != null && a.Execute();
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}
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public bool IsAbilityRunning(string abilityId = null)
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{
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var reg = _enemy.Abilities;
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if (reg == null) return false;
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if (abilityId != null)
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{
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var a = reg.Get(abilityId);
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return a != null && a.IsRunning;
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}
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var all = reg.All;
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for (int i = 0; i < all.Count; i++)
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if (all[i].IsRunning) return true;
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return false;
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}
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public bool NoAbilityRunning => !IsAbilityRunning();
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public bool CanUseAbility(string abilityId)
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{
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var a = _enemy.Abilities?.Get(abilityId);
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return a != null && a.CanUse;
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}
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public void InterruptAbilities()
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=> _enemy.Abilities?.InterruptAll(Abilities.InterruptReason.ExternalRequest);
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public bool HasEligibleAttack()
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{
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var sel = _enemy.AttackSelector;
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if (sel == null) return false;
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return sel.HasEligible(_enemy.IsPlayerVisible(), _enemy.Movement != null && _enemy.Movement.IsGrounded);
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}
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public bool UseBestAttack()
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{
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var sel = _enemy.AttackSelector;
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if (sel == null) return false;
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var mode = _enemy.StatsSO != null
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? _enemy.StatsSO.attackSelectionMode
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: Abilities.AttackSelectionMode.WeightedRandom;
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// 折扣系数与 mode 同步每次刷新,使播放模式下调参立即生效(不必重进场景)
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if (_enemy.StatsSO != null)
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sel.AntiRepeatFactor = _enemy.StatsSO.attackAntiRepeatFactor;
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bool grounded = _enemy.Movement != null && _enemy.Movement.IsGrounded;
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var pick = sel.Select(_enemy.IsPlayerVisible(), grounded, mode);
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return pick != null && pick.Execute();
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}
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// ---- IActorVitals ----
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public bool IsAlive => _enemy.IsAlive;
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public bool IsControllable => _enemy.CurrentState == EnemyStateType.Controlled;
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public float HpPercent
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{
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get
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{
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var stats = _enemy.Stats;
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return stats != null && stats.MaxHP > 0 ? (float)stats.CurrentHP / stats.MaxHP : 0f;
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}
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}
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public bool HpBelow(float ratio) => HpPercent < ratio;
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// ---- IEnemyActor ----
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public bool HasAlertState => _enemy.StatsSO != null && _enemy.StatsSO.HasAlertState;
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}
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}
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