Files
zeling_v2/Assets/_Game/Scripts/AI/AiRuntime.cs
T

147 lines
4.8 KiB
C#

using System.Collections.Generic;
namespace BaseGames.AI
{
/// <summary>
/// 每敌人实例一份的轻量执行器。持有当前状态、状态计时器、trace。
/// 共享的 AiGraph 不持有任何实例态。
/// </summary>
public sealed class AiRuntime
{
readonly AiGraph _graph;
readonly IAiContext _ctx;
AiState _current;
float _timeInState;
readonly Queue<AiSignal> _pending = new Queue<AiSignal>();
readonly List<TransitionRecord> _trace = new List<TransitionRecord>();
const int TraceCap = 16;
public AiRuntime(AiGraph graph, IAiContext ctx)
{
_graph = graph;
_ctx = ctx;
EnterInitial();
}
public string CurrentStateName => _current.Name;
public bool IsSuspended { get; private set; }
public IReadOnlyList<TransitionRecord> Trace => _trace;
public float TimeInStateValue => _timeInState;
void EnterInitial()
{
_byContext.Remove(_ctx); // 幂等:避免同一 ctx 重复键异常
_byContext.Add(_ctx, this);
_current = _graph.GetState(_graph.EntryState);
_timeInState = 0f;
_current.OnEnter?.Invoke(_ctx);
}
/// <summary>供 BrainBuilder.After() 通过 context 读取当前 runtime 的状态计时器。</summary>
static readonly System.Runtime.CompilerServices.ConditionalWeakTable<IAiContext, AiRuntime> _byContext
= new System.Runtime.CompilerServices.ConditionalWeakTable<IAiContext, AiRuntime>();
internal static float TimeInState(IAiContext ctx)
=> _byContext.TryGetValue(ctx, out var rt) ? rt._timeInState : 0f;
/// <summary>推送一个信号,用于事件驱动转换(push)。</summary>
public void Send(AiSignal signal) => _pending.Enqueue(signal);
public void Tick(float dt)
{
// 1) 事件转换:push,最高优先,且不受 IsControllable 门限制
while (_pending.Count > 0)
{
var sig = _pending.Dequeue();
if (TryEventTransition(sig))
return; // 事件触发转换后本帧结束
}
// 2) IsControllable 让位门:受击/硬直/击飞时挂起,不推进决策也不跑 Tick。
if (!_ctx.Vitals.IsControllable)
{
IsSuspended = true;
return;
}
IsSuspended = false;
// 3) 条件转换
_timeInState += dt;
if (TryTransition())
return; // 本帧发生转换,新状态下一帧再 Tick
_current.OnTick?.Invoke(_ctx, dt);
}
bool TryTransition()
{
// 全局/父层转换优先(只评估条件型;事件型由 TryEventTransition 处理)
var globals = _graph.GlobalTransitions;
for (int i = 0; i < globals.Count; i++)
{
var t = globals[i];
if (!t.IsEvent && t.Condition(_ctx))
return Switch(t);
}
var locals = _current.Transitions;
for (int i = 0; i < locals.Count; i++)
{
var t = locals[i];
if (!t.IsEvent && t.Condition(_ctx))
return Switch(t);
}
return false;
}
bool TryEventTransition(AiSignal sig)
{
var globals = _graph.GlobalTransitions;
for (int i = 0; i < globals.Count; i++)
{
var t = globals[i];
if (t.IsEvent && t.Event.Value == sig)
return Switch(t);
}
var locals = _current.Transitions;
for (int i = 0; i < locals.Count; i++)
{
var t = locals[i];
if (t.IsEvent && t.Event.Value == sig)
return Switch(t);
}
return false;
}
bool Switch(Transition t)
{
var from = _current.Name;
_current.OnExit?.Invoke(_ctx);
_current = _graph.GetState(t.Target);
_timeInState = 0f;
RecordTrace(new TransitionRecord(from, t.Target, t.Label));
_current.OnEnter?.Invoke(_ctx);
return true;
}
void RecordTrace(TransitionRecord r)
{
_trace.Add(r);
if (_trace.Count > TraceCap) _trace.RemoveAt(0);
}
/// <summary>对象池复用时重置到初始态,清空所有实例态。</summary>
public void Reset()
{
_pending.Clear();
_trace.Clear();
_ctx.Blackboard.Clear();
IsSuspended = false;
EnterInitial();
}
}
}