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