diff --git a/Assets/Tests/EditMode/AI/AiFrameworkTests.cs b/Assets/Tests/EditMode/AI/AiFrameworkTests.cs
new file mode 100644
index 00000000..5e3cd237
--- /dev/null
+++ b/Assets/Tests/EditMode/AI/AiFrameworkTests.cs
@@ -0,0 +1,243 @@
+using NUnit.Framework;
+using BaseGames.AI;
+
+namespace BaseGames.Tests.EditMode.AI
+{
+ ///
+ /// BrainGraph 框架健壮性/边界测试:构图校验、转换优先级、全局转换、
+ /// 事件与条件优先、队列信号、自转换、trace 上限、Blackboard、dt 传递。
+ /// 与 AiRuntimeTests(主干行为)互补,覆盖易回归的边角。
+ ///
+ public class AiFrameworkTests
+ {
+ // ── 构图校验(Build 应对错误声明抛异常,尽早暴露)──────────────────
+
+ [Test]
+ public void Build_Throws_WhenEntryNotSet()
+ {
+ var b = new BrainBuilder();
+ b.State("A");
+ Assert.Throws(() => b.Build());
+ }
+
+ [Test]
+ public void Build_Throws_WhenEntryStateUndeclared()
+ {
+ var b = new BrainBuilder();
+ b.Entry("Missing");
+ b.State("A");
+ Assert.Throws(() => b.Build());
+ }
+
+ // 局部转换指向未声明状态 → BrainBuilderTests.Build_UnknownTransitionTarget_Throws 已覆盖,此处不重复。
+
+ [Test]
+ public void Build_Throws_WhenGlobalTransitionTargetUndeclared()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A");
+ b.Global().To("Ghost").OnEvent(AiSignal.Died);
+ Assert.Throws(() => b.Build());
+ }
+
+ [Test]
+ public void GlobalBuilder_Throws_WhenOnEventBeforeTo()
+ {
+ var b = new BrainBuilder();
+ Assert.Throws(() => b.Global().OnEvent(AiSignal.Died));
+ }
+
+ [Test]
+ public void GlobalBuilder_Throws_WhenWhenBeforeTo()
+ {
+ var b = new BrainBuilder();
+ Assert.Throws(() => b.Global().When(c => true, "x"));
+ }
+
+ // ── 转换优先级 / 全局转换 ─────────────────────────────────────────
+
+ [Test]
+ public void ConditionTransition_FirstDeclaredWins()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A")
+ .To("B").When(c => true, "first")
+ .To("C").When(c => true, "second"); // 两者都真,先声明的 B 胜
+ b.State("B"); b.State("C");
+ var rt = new AiRuntime(b.Build(), new FakeAiContext());
+ rt.Tick(0.1f);
+ Assert.AreEqual("B", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void GlobalConditionTransition_Fires()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A"); b.State("Panic");
+ b.Global().To("Panic").When(c => c.Vitals.HpBelow(0.3f), "lowHp");
+ var ctx = new FakeAiContext();
+ ctx.V.Hp = 0.1f;
+ var rt = new AiRuntime(b.Build(), ctx);
+ rt.Tick(0.1f);
+ Assert.AreEqual("Panic", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void GlobalConditionTransition_TakesPriorityOverLocal()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A").To("B").When(c => true, "local");
+ b.State("B"); b.State("G");
+ b.Global().To("G").When(c => true, "global"); // 全局先评估
+ var rt = new AiRuntime(b.Build(), new FakeAiContext());
+ rt.Tick(0.1f);
+ Assert.AreEqual("G", rt.CurrentStateName);
+ }
+
+ // ── 事件 vs 条件优先 / 队列信号 ───────────────────────────────────
+
+ [Test]
+ public void EventTransition_TakesPriorityOverCondition_SameTick()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A")
+ .To("ByCond").When(c => true, "cond") // 条件恒真
+ .To("ByEvent").OnEvent(AiSignal.Parried); // 事件优先(Tick 第1步)
+ b.State("ByCond"); b.State("ByEvent");
+ var rt = new AiRuntime(b.Build(), new FakeAiContext());
+ rt.Send(AiSignal.Parried);
+ rt.Tick(0.1f);
+ Assert.AreEqual("ByEvent", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void UnmatchedSignal_ConsumedThenConditionEvaluated()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A").To("B").When(c => c.Sensor.SeesPlayer(), "sees");
+ b.State("B");
+ var ctx = new FakeAiContext();
+ ctx.S.Sees = true;
+ var rt = new AiRuntime(b.Build(), ctx);
+ rt.Send(AiSignal.Parried); // A 无 Parried 转换 → 被消费掉,不阻塞条件评估
+ rt.Tick(0.1f);
+ Assert.AreEqual("B", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void MultipleQueuedSignals_FirstMatchWins_RemainingConsumed()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A")
+ .To("B").OnEvent(AiSignal.Parried)
+ .To("C").OnEvent(AiSignal.Staggered);
+ b.State("B"); b.State("C");
+ var rt = new AiRuntime(b.Build(), new FakeAiContext());
+ rt.Send(AiSignal.Parried);
+ rt.Send(AiSignal.Staggered);
+ rt.Tick(0.1f);
+ Assert.AreEqual("B", rt.CurrentStateName); // 第一个匹配的 Parried 先转 B
+ rt.Tick(0.1f);
+ Assert.AreEqual("B", rt.CurrentStateName); // 残留 Staggered 在 B 无匹配 → 被消费,仍 B
+ }
+
+ // ── 自转换 / OnTick 时序 ──────────────────────────────────────────
+
+ [Test]
+ public void ConditionSelfTransition_DoesNotReenter()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A")
+ .OnEnter(c => c.Blackboard.Set("enters", c.Blackboard.Get("enters") + 1))
+ .To("A").When(c => true, "self"); // 自转换
+ var ctx = new FakeAiContext();
+ var rt = new AiRuntime(b.Build(), ctx); // 构造进入 → enters=1
+ rt.Tick(0.1f); // 自转换应 no-op,不重跑 OnEnter
+ Assert.AreEqual(1, ctx.BB.Get("enters"));
+ Assert.AreEqual("A", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void TransitionWins_SkipsOnTick_SameFrame()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A")
+ .Tick(c => c.Blackboard.Set("ticked", true))
+ .To("B").When(c => true, "go");
+ b.State("B");
+ var ctx = new FakeAiContext();
+ var rt = new AiRuntime(b.Build(), ctx);
+ rt.Tick(0.1f); // 转换发生 → 当帧不应执行 A 的 OnTick
+ Assert.AreEqual("B", rt.CurrentStateName);
+ Assert.IsFalse(ctx.BB.Has("ticked"));
+ }
+
+ [Test]
+ public void Tick_TwoArg_ReceivesDeltaTime()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A").Tick((c, dt) => c.Blackboard.Set("dt", dt)); // 无转换
+ var ctx = new FakeAiContext();
+ var rt = new AiRuntime(b.Build(), ctx);
+ rt.Tick(0.25f);
+ Assert.AreEqual(0.25f, ctx.BB.Get("dt"), 1e-5f);
+ }
+
+ // ── trace 上限 / Blackboard / 挂起标志 ────────────────────────────
+
+ [Test]
+ public void Trace_CapsAtSixteen()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A").To("B").When(c => true, "toB");
+ b.State("B").To("A").When(c => true, "toA"); // A↔B 每帧一次转换
+ var rt = new AiRuntime(b.Build(), new FakeAiContext());
+ for (int i = 0; i < 20; i++) rt.Tick(0.1f);
+ Assert.AreEqual(16, rt.Trace.Count); // 环形缓冲上限 16
+ }
+
+ // Blackboard 基础 Set/Get/Has/Clear/Snapshot → BlackboardTests 已覆盖,此处不重复。
+
+ [Test]
+ public void IsSuspended_ClearedAfterEventWhileNotControllable()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A"); b.State("Dead");
+ b.Global().To("Dead").OnEvent(AiSignal.Died);
+ var ctx = new FakeAiContext();
+ ctx.V.Controllable = false; // 受击中(若无事件本会挂起)
+ var rt = new AiRuntime(b.Build(), ctx);
+ rt.Send(AiSignal.Died);
+ rt.Tick(0.1f);
+ Assert.AreEqual("Dead", rt.CurrentStateName);
+ Assert.IsFalse(rt.IsSuspended); // 事件推进转换后清挂起
+ }
+
+ [Test]
+ public void State_Redeclaration_AccumulatesTransitions()
+ {
+ var b = new BrainBuilder();
+ b.Entry("A");
+ b.State("A").To("B").When(c => false, "t1"); // 第一次声明
+ b.State("A").To("C").When(c => true, "t2"); // 再次 State("A") 应取同一状态,累加转换
+ b.State("B"); b.State("C");
+ var graph = b.Build();
+ Assert.AreEqual(2, graph.GetState("A").Transitions.Count);
+ var rt = new AiRuntime(graph, new FakeAiContext());
+ rt.Tick(0.1f); // t1 假、t2 真 → C
+ Assert.AreEqual("C", rt.CurrentStateName);
+ }
+ }
+}
diff --git a/Assets/Tests/EditMode/AI/AiFrameworkTests.cs.meta b/Assets/Tests/EditMode/AI/AiFrameworkTests.cs.meta
new file mode 100644
index 00000000..e1f10499
--- /dev/null
+++ b/Assets/Tests/EditMode/AI/AiFrameworkTests.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 54589f3969d282e44afc08d638e55512
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs b/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs
index 0b60e833..2cc68623 100644
--- a/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs
+++ b/Assets/Tests/EditMode/AI/PerceptionStateMachineTests.cs
@@ -1,4 +1,5 @@
using System.Collections.Generic;
+using UnityEngine;
using NUnit.Framework;
using BaseGames.AI;
using BaseGames.Enemies;
@@ -6,18 +7,38 @@ using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.AI
{
///
- /// 回归测试:PerceptionStateMachine 的待机/巡逻/警觉声明 locomotion 意图,
- /// 追击走能力(不直接驱动 locomotion)。转换规则见 spec《敌人感知↔状态》。
+ /// PerceptionStateMachine 全感知↔状态矩阵测试(spec《敌人感知↔状态》):
+ /// 待机/巡逻(未发现) → 追击(优先)/警觉(次);警觉 → 追击/降级R/保持;
+ /// 追击 → 脱离全部感知才降级R(永不回警觉);死亡=全局事件。
+ /// 覆盖 HasAlert 分支、locomotion 意图、追击能力触发/中断、de-escalation。
///
public class PerceptionStateMachineTests
{
- static AiGraph Graph()
+ // 实现 IAiContext + IEnemyActor(HasAlertState 可配),复用 FakeAiContext.cs 的子 fake。
+ sealed class Ctx : IAiContext, IEnemyActor
+ {
+ public FakeSensor S = new FakeSensor();
+ public FakeLocomotion L = new FakeLocomotion();
+ public FakeCombat C = new FakeCombat();
+ public FakeVitals V = new FakeVitals();
+ public Blackboard BB = new Blackboard();
+ public bool HasAlert = true;
+
+ public ISensor Sensor => S;
+ public IEnemyLocomotion Locomotion => L;
+ public ICombatant Combat => C;
+ public IActorVitals Vitals => V;
+ public Blackboard Blackboard => BB;
+ public bool HasAlertState => HasAlert;
+ }
+
+ static AiGraph Graph(string entry = "Idle")
{
var b = new BrainBuilder();
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
{
- Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase",
- Death = "Death", Entry = "Idle", Rest = "Patrol",
+ Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death",
+ Entry = entry, Rest = "Patrol",
IdleMode = LocomotionMode.Idle,
PatrolMode = LocomotionMode.Patrol,
AlertMode = LocomotionMode.Face,
@@ -26,37 +47,250 @@ namespace BaseGames.Tests.EditMode.AI
return b.Build();
}
+ // ── 入口 / 待机 ───────────────────────────────────────────────────
+
[Test]
- public void EntryIdleState_SetsIdleLocomotionMode()
+ public void Entry_IsIdle_WithIdleLocomotion()
{
- var ctx = new FakeAiContext();
+ var ctx = new Ctx();
var rt = new AiRuntime(Graph(), ctx);
Assert.AreEqual("Idle", rt.CurrentStateName);
- Assert.AreEqual(LocomotionMode.Idle, ctx.L.CurrentMode); // 进入待机即声明 Idle 意图
+ Assert.AreEqual(LocomotionMode.Idle, ctx.L.CurrentMode);
}
[Test]
- public void InChaseZone_TransitionsToChase_AndTriggersChaseAbility()
+ public void Idle_Stays_WhenNoPerception()
{
- var ctx = new FakeAiContext();
+ var ctx = new Ctx();
var rt = new AiRuntime(Graph(), ctx);
- ctx.S.Chase = true; // 进入追逐区
rt.Tick(0.1f);
- Assert.AreEqual("Chase", rt.CurrentStateName);
- CollectionAssert.Contains(ctx.C.Used, "chase"); // 追击由能力触发
+ Assert.AreEqual("Idle", rt.CurrentStateName);
}
[Test]
- public void ChaseState_DoesNotDeclareLocomotionIntent()
+ public void Idle_ToChase_WhenInChaseZone()
{
- // 追击移动归能力;AI 在 Chase 态不应再声明 SetMode/Approach/Face。
- var ctx = new FakeAiContext();
+ var ctx = new Ctx();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Chase = true;
- rt.Tick(0.1f); // Idle → Chase(退出 Idle 会调用一次 Stop)
+ rt.Tick(0.1f);
+ Assert.AreEqual("Chase", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Idle_ToAlert_WhenInVision_AndHasAlert()
+ {
+ var ctx = new Ctx { HasAlert = true };
+ var rt = new AiRuntime(Graph(), ctx);
+ ctx.S.Vision = true;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Alert", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Idle_StaysIdle_WhenInVision_ButNoAlertState()
+ {
+ var ctx = new Ctx { HasAlert = false }; // 无警觉态 → 不进警觉
+ var rt = new AiRuntime(Graph(), ctx);
+ ctx.S.Vision = true;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Idle", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Idle_ChaseBeatsAlert_WhenBothZones()
+ {
+ var ctx = new Ctx { HasAlert = true };
+ var rt = new AiRuntime(Graph(), ctx);
+ ctx.S.Chase = true; ctx.S.Vision = true; // 两者都满足 → 追击优先
+ rt.Tick(0.1f);
+ Assert.AreEqual("Chase", rt.CurrentStateName);
+ }
+
+ // ── 巡逻(entry=Patrol):与待机同规则 ─────────────────────────────
+
+ [Test]
+ public void Patrol_ToChase_WhenInChaseZone()
+ {
+ var ctx = new Ctx();
+ var rt = new AiRuntime(Graph("Patrol"), ctx);
+ Assert.AreEqual("Patrol", rt.CurrentStateName);
+ Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode);
+ ctx.S.Chase = true;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Chase", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Patrol_ToAlert_WhenInVision_AndHasAlert()
+ {
+ var ctx = new Ctx { HasAlert = true };
+ var rt = new AiRuntime(Graph("Patrol"), ctx);
+ ctx.S.Vision = true;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Alert", rt.CurrentStateName);
+ }
+
+ // ── 警觉 ──────────────────────────────────────────────────────────
+
+ Ctx InAlert(out AiRuntime rt)
+ {
+ var ctx = new Ctx { HasAlert = true };
+ rt = new AiRuntime(Graph(), ctx);
+ ctx.S.Vision = true; // Idle → Alert
+ rt.Tick(0.1f);
+ Assert.AreEqual("Alert", rt.CurrentStateName);
+ return ctx;
+ }
+
+ [Test]
+ public void Alert_AppliesFaceLocomotion()
+ {
+ var ctx = InAlert(out var rt);
+ Assert.AreEqual(LocomotionMode.Face, ctx.L.CurrentMode);
+ CollectionAssert.Contains(ctx.L.Calls, "Face");
+ }
+
+ [Test]
+ public void Alert_ToChase_WhenInChaseZone()
+ {
+ var ctx = InAlert(out var rt);
+ ctx.S.Chase = true;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Chase", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Alert_ToRest_WhenLeftVision()
+ {
+ var ctx = InAlert(out var rt);
+ ctx.S.Vision = false; // 脱离视野 → 降级 R(=Patrol)
+ rt.Tick(0.1f);
+ Assert.AreEqual("Patrol", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Alert_Stays_WhenStillInVision()
+ {
+ var ctx = InAlert(out var rt);
+ ctx.S.Vision = true; ctx.S.Chase = false;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Alert", rt.CurrentStateName);
+ }
+
+ // ── 追击 ──────────────────────────────────────────────────────────
+
+ Ctx InChase(out AiRuntime rt)
+ {
+ var ctx = new Ctx();
+ rt = new AiRuntime(Graph(), ctx);
+ ctx.S.Chase = true; // Idle → Chase
+ rt.Tick(0.1f);
+ Assert.AreEqual("Chase", rt.CurrentStateName);
+ return ctx;
+ }
+
+ [Test]
+ public void Chase_TriggersAbility_NotLocomotion()
+ {
+ var ctx = InChase(out var rt);
+ CollectionAssert.Contains(ctx.C.Used, "chase"); // 触发追击能力
+ // 进 Chase 后不应再有 locomotion 意图声明(追击移动归能力)
int lastStop = ctx.L.Calls.FindLastIndex(s => s == "Stop");
- var afterEnteringChase = ctx.L.Calls.GetRange(lastStop + 1, ctx.L.Calls.Count - lastStop - 1);
- CollectionAssert.IsEmpty(afterEnteringChase);
+ var afterEnter = ctx.L.Calls.GetRange(lastStop + 1, ctx.L.Calls.Count - lastStop - 1);
+ CollectionAssert.IsEmpty(afterEnter);
+ }
+
+ [Test]
+ public void Chase_ToRest_WhenLeftAllZones()
+ {
+ var ctx = InChase(out var rt);
+ ctx.S.Chase = false; ctx.S.Vision = false; // 追逐区且视野区都不在 → R
+ rt.Tick(0.1f);
+ Assert.AreEqual("Patrol", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Chase_Stays_WhenInChaseZoneOnly()
+ {
+ var ctx = InChase(out var rt);
+ ctx.S.Chase = true; ctx.S.Vision = false; // 视野被墙挡漏检,但仍在追逐区
+ rt.Tick(0.1f);
+ Assert.AreEqual("Chase", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Chase_Stays_WhenInVisionZoneOnly()
+ {
+ var ctx = InChase(out var rt);
+ ctx.S.Chase = false; ctx.S.Vision = true; // 出追逐区但仍在视野 → 不降级
+ rt.Tick(0.1f);
+ Assert.AreEqual("Chase", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Chase_NeverGoesToAlert()
+ {
+ // 追击中即便"在视野且有警觉态",也绝不回警觉——只在脱离全部感知时降级 R。
+ var ctx = InChase(out var rt);
+ ctx.HasAlert = true;
+ ctx.S.Chase = false; ctx.S.Vision = true;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Chase", rt.CurrentStateName); // 不是 Alert
+ Assert.AreNotEqual("Alert", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Chase_OnExit_InterruptsAbility()
+ {
+ var ctx = InChase(out var rt);
+ Assert.AreEqual("chase", ctx.C.Running); // 追击能力运行中
+ ctx.S.Chase = false; ctx.S.Vision = false;
+ rt.Tick(0.1f); // Chase → R,OnExit 中断能力
+ Assert.IsNull(ctx.C.Running);
+ }
+
+ [Test]
+ public void RestIsPatrol_AfterChaseDeescalation()
+ {
+ var ctx = InChase(out var rt);
+ ctx.S.Chase = false; ctx.S.Vision = false;
+ rt.Tick(0.1f);
+ Assert.AreEqual("Patrol", rt.CurrentStateName); // R = Patrol
+ Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode); // 落地即巡逻移动意图
+ }
+
+ // ── 死亡(全局事件,任意态可达)───────────────────────────────────
+
+ [Test]
+ public void Death_OnDiedSignal_FromIdle()
+ {
+ var ctx = new Ctx();
+ var rt = new AiRuntime(Graph(), ctx);
+ rt.Send(AiSignal.Died);
+ rt.Tick(0.1f);
+ Assert.AreEqual("Death", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Death_OnDiedSignal_FromChase()
+ {
+ var ctx = InChase(out var rt);
+ rt.Send(AiSignal.Died);
+ rt.Tick(0.1f);
+ Assert.AreEqual("Death", rt.CurrentStateName);
+ }
+
+ [Test]
+ public void Death_IsTerminal_NoTransitionOut()
+ {
+ var ctx = new Ctx();
+ var rt = new AiRuntime(Graph(), ctx);
+ rt.Send(AiSignal.Died); rt.Tick(0.1f);
+ Assert.AreEqual("Death", rt.CurrentStateName);
+ ctx.S.Chase = true; ctx.S.Vision = true; // 即便重新满足感知也不复活
+ rt.Tick(0.1f);
+ Assert.AreEqual("Death", rt.CurrentStateName);
}
}
}