Files
zeling_v2/Assets/_Game/Scripts/Enemies/AIBrain/Modules/AiStateFragments.cs
T
joywayer 80fdc36762 feat(ai): BrainBuilder.DeclareState——重复声明状态即报错,防模块间同名静默覆盖
State() 仍保持宽松(有则取),用于给已声明的态挂边;DeclareState() 只用于
首次声明行为,重复声明同名状态会抛异常。AiStateFragments 的四个建态原语
(Locomotion/Ability/AbilityOnce/Terminal)改用 DeclareState。同时给
IEngagementModule/IDeathModule/IUnawareModule 补充不变量说明。
2026-07-29 12:01:19 +08:00

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using System;
using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// 建态原语。骨架、各模块、以及定制 AiScript 写自定义态时共用这几个形状,
/// 保证"进入声明意图 / 离开收尾"的契约在全项目一致。
/// </summary>
public static class AiStateFragments
{
/// <summary>共享条件:脱离全部感知(追逐区与视野区都不在)。</summary>
public static readonly Func<IAiContext, bool> LostAllZones =
x => !x.Sensor.InChaseZone() && !x.Sensor.InVisionZone();
/// <summary>由 EnemyLocomotion 驱动的态:进入 / 每帧声明移动意图,离开时停。</summary>
public static BrainBuilder.StateBuilder Locomotion(BrainBuilder b, string state, LocomotionMode mode)
=> b.DeclareState(state)
.OnEnter(x => ApplyLocomotion(x, mode))
.Tick (x => ApplyLocomotion(x, mode))
.OnExit(x => x.Locomotion.Stop());
/// <summary>
/// 由能力驱动的持续态:进入 / 每帧确保能力在跑(受击打断后自动重触发),离开中断。
/// 用于追击、冲锋这类"只要还在这个状态就该一直在做"的能力。
/// </summary>
public static BrainBuilder.StateBuilder Ability(BrainBuilder b, string state, string abilityId)
{
RequireAbilityId(state, abilityId);
return b.DeclareState(state)
.OnEnter(x => EnsureAbility(x, abilityId))
.Tick (x => EnsureAbility(x, abilityId))
.OnExit(x => x.Combat.InterruptAbilities());
}
/// <summary>
/// 由能力驱动的一次性态:只在进入时触发,不每帧重触发。
/// 用于死亡等一次性演出——若用 Ability(),演出播完会被 Tick 无限重播。
/// </summary>
public static BrainBuilder.StateBuilder AbilityOnce(BrainBuilder b, string state, string abilityId)
{
RequireAbilityId(state, abilityId);
return b.DeclareState(state).OnEnter(x => EnsureAbility(x, abilityId));
}
/// <summary>
/// 无行为的终态。不需要在这里停移动——转入本态时,上一个态的 OnExit 已经收尾。
/// 用于"死亡演出交给物理状态机(EnemyBase.PerformDeath"的敌人。
/// </summary>
public static BrainBuilder.StateBuilder Terminal(BrainBuilder b, string state)
=> b.DeclareState(state);
static void ApplyLocomotion(IAiContext x, LocomotionMode mode)
{
if (mode == LocomotionMode.Face) x.Locomotion.Face(x.Sensor.LastKnown);
else x.Locomotion.SetMode(mode);
}
// 建图期校验:空 id 会让状态存在却什么都不做——敌人杵着不动、无任何报错,
// 正是 BrainBuilder.RequireState 要防的同一类静默失败。放建图期而非运行时回调里,
// 既能快速失败,也省掉热路径上每帧一次的判空。
static void RequireAbilityId(string state, string abilityId)
{
if (string.IsNullOrEmpty(abilityId))
throw new ArgumentException(
$"AiStateFragments: 状态 '{state}' 未配置能力 id。若该状态本就不需要能力" +
"(如死亡演出交给物理状态机),请改用 Terminal()。", nameof(abilityId));
}
static void EnsureAbility(IAiContext x, string abilityId)
{
if (!x.Combat.IsAbilityRunning(abilityId)) x.Combat.UseAbility(abilityId);
}
}
}