fix(enemy): 应用 Task 3 代码审查意见
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>
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@@ -155,23 +155,91 @@ namespace BaseGames.Tests.EditMode.Enemies
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if (ReferenceEquals(cur, prev)) repeats++;
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prev = cur;
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}
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Assert.Greater(repeats, 0, "折扣不应等于禁用");
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Assert.Less (repeats, 200, "折扣后重复率应低于无折扣时的约 50%");
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// 统计断言(无固定随机种子):系数 0.5 → 每次重复概率 0.5/1.5≈1/3,
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// 400 次期望≈133,标准差≈9.4;下面的边界约 ±5σ,正确实现下几乎不可能红。
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const string msg = "系数 0.5 → 每次重复概率 0.5/1.5≈1/3,400 次期望≈133(±5σ 约 [90,180])";
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Assert.Greater(repeats, 90, "折扣不应等于禁用。" + msg);
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Assert.Less (repeats, 180, "重复率明显高于预期,折扣可能未生效。" + msg);
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}
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[Test]
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public void AntiRepeat_IneligiblePrevious_DoesNotBlockOthers()
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{
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// 用系数 0.5 而非 0:若实现把折扣错误地施加在「资格归零」之前
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// (c.Weight * factor 而非 w * factor),冷却中的上一招会拿到 0.5 的权重而可能被选中。
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// 系数为 0 时那个 bug 也会算出 0,测试将永远通过、失去意义。
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var a = new FakeCandidate { WeightV = 1f };
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var b = new FakeCandidate { WeightV = 1f };
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var s = SelAntiRepeat(0f, a, b);
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var s = SelAntiRepeat(0.5f, a, b);
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var first = s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
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((FakeCandidate)first).CanUseV = false; // 上一招进冷却
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var second = s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
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Assert.IsNotNull(second);
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Assert.AreNotSame(first, second);
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for (int i = 0; i < 20; i++)
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{
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var second = s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
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Assert.IsNotNull(second);
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Assert.AreNotSame(first, second, "冷却中的招不得因防重复折扣路径被选中");
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}
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}
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[Test]
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public void ResetRepeatMemory_RestoresUndiscountedWeights()
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{
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// 确定性用例:a 权重 1 / 优先级 0,b 权重 0 / 优先级 5。
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// 选中 a 后若不清记忆,a 被折扣到 0 → 全零 → 走 Priority 退化路径选出 b。
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// 清了记忆则 a 恢复权重 1,仍应选 a。因此该用例精确地在重置失效时变红。
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var a = new FakeCandidate { WeightV = 1f, PriorityV = 0 };
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var b = new FakeCandidate { WeightV = 0f, PriorityV = 5 };
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var s = SelAntiRepeat(0f, a, b);
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Assert.AreSame(a, s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat));
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s.ResetRepeatMemory();
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Assert.AreSame(a, s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat),
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"清除防重复记忆后应恢复未折扣的权重分布");
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}
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[Test]
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public void AntiRepeat_FactorOne_AppliesNoPenalty()
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{
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// 系数 1.0 是 [Range] 的上界,语义为「不惩罚」:重复率应回到约 50%
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var a = new FakeCandidate { WeightV = 1f };
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var b = new FakeCandidate { WeightV = 1f };
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var s = SelAntiRepeat(1f, a, b);
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s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
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int repeats = 0;
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var prev = s.LastPicked;
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for (int i = 0; i < 400; i++)
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{
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var cur = s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
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if (ReferenceEquals(cur, prev)) repeats++;
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prev = cur;
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}
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Assert.Greater(repeats, 150,
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"系数 1.0 应无惩罚:重复概率≈50%,400 次期望≈200(σ≈10,150 约为 -5σ)");
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}
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[Test]
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public void AntiRepeat_ThreeCandidates_NoImmediateRepeat_AndAllReachable()
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{
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// 三候选:既验证折扣循环的下标没写错,也验证除上一招外其余候选都仍可达
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var a = new FakeCandidate { WeightV = 1f };
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var b = new FakeCandidate { WeightV = 1f };
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var c = new FakeCandidate { WeightV = 1f };
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var s = SelAntiRepeat(0f, a, b, c);
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var seen = new HashSet<IAttackCandidate>();
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var prev = s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
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seen.Add(prev);
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for (int i = 0; i < 200; i++)
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{
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var cur = s.Select(true, true, AttackSelectionMode.WeightedRandomAntiRepeat);
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Assert.AreNotSame(prev, cur, "系数为 0 时不应连续选中同一招");
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seen.Add(cur);
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prev = cur;
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}
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Assert.AreEqual(3, seen.Count, "三个等权候选应都能被选到");
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}
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[Test]
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