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test(ai): BrainGraph 全面测试——框架边界 + 全感知矩阵(70 tests 全绿) 保证自研 AI 状态机(BrainGraph)稳定与功能正确性。EditMode AI 测试从 31 增至 70。 新增 AiFrameworkTests(17)——框架健壮性/边界(与 AiRuntimeTests 主干互补): - 构图校验:Entry 未设/未声明、全局转换目标未声明、GlobalBuilder 顺序错用抛异常 - 转换优先级:同态多条件首声明胜、全局条件转换、全局优先于局部 - 事件 vs 条件:事件优先(Tick 首步)、未匹配信号被消费不阻塞、多信号首个匹配胜 - 时序:条件自转换 no-op、转换当帧跳过 OnTick、Tick 双参传 dt - trace 环形上限 16、事件推进后清挂起、State 重声明累加转换 重写 PerceptionStateMachineTests(22)——完整感知↔状态矩阵: - 待机/巡逻/警觉/追击/死亡 全转换 + HasAlert 分支(无警觉态不进警觉) - 追击优先于警觉;追击永不回警觉、脱离全部感知才降级 R(=Patrol) - 视野单独/追逐区单独仍维持追击;locomotion 意图(Idle/Patrol/Face) - 追击触发能力、离开中断能力;死亡为终态不复活 验证:反射调用全部 [Test] 方法(负对照确认能捕获失败),70/70 通过。 去重:Blackboard/局部转换目标校验已由 BlackboardTests/BrainBuilderTests 覆盖,不重复。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> @
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using NUnit.Framework;
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using BaseGames.AI;
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namespace BaseGames.Tests.EditMode.AI
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{
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/// <summary>
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/// BrainGraph 框架健壮性/边界测试:构图校验、转换优先级、全局转换、
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/// 事件与条件优先、队列信号、自转换、trace 上限、Blackboard、dt 传递。
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/// 与 AiRuntimeTests(主干行为)互补,覆盖易回归的边角。
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/// </summary>
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public class AiFrameworkTests
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{
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// ── 构图校验(Build 应对错误声明抛异常,尽早暴露)──────────────────
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[Test]
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public void Build_Throws_WhenEntryNotSet()
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{
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var b = new BrainBuilder();
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b.State("A");
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Assert.Throws<System.InvalidOperationException>(() => b.Build());
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}
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[Test]
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public void Build_Throws_WhenEntryStateUndeclared()
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{
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var b = new BrainBuilder();
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b.Entry("Missing");
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b.State("A");
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Assert.Throws<System.InvalidOperationException>(() => b.Build());
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}
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// 局部转换指向未声明状态 → BrainBuilderTests.Build_UnknownTransitionTarget_Throws 已覆盖,此处不重复。
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[Test]
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public void Build_Throws_WhenGlobalTransitionTargetUndeclared()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A");
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b.Global().To("Ghost").OnEvent(AiSignal.Died);
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Assert.Throws<System.InvalidOperationException>(() => b.Build());
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}
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[Test]
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public void GlobalBuilder_Throws_WhenOnEventBeforeTo()
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{
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var b = new BrainBuilder();
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Assert.Throws<System.InvalidOperationException>(() => b.Global().OnEvent(AiSignal.Died));
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}
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[Test]
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public void GlobalBuilder_Throws_WhenWhenBeforeTo()
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{
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var b = new BrainBuilder();
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Assert.Throws<System.InvalidOperationException>(() => b.Global().When(c => true, "x"));
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}
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// ── 转换优先级 / 全局转换 ─────────────────────────────────────────
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[Test]
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public void ConditionTransition_FirstDeclaredWins()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A")
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.To("B").When(c => true, "first")
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.To("C").When(c => true, "second"); // 两者都真,先声明的 B 胜
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b.State("B"); b.State("C");
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var rt = new AiRuntime(b.Build(), new FakeAiContext());
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rt.Tick(0.1f);
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Assert.AreEqual("B", rt.CurrentStateName);
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}
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[Test]
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public void GlobalConditionTransition_Fires()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A"); b.State("Panic");
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b.Global().To("Panic").When(c => c.Vitals.HpBelow(0.3f), "lowHp");
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var ctx = new FakeAiContext();
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ctx.V.Hp = 0.1f;
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var rt = new AiRuntime(b.Build(), ctx);
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rt.Tick(0.1f);
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Assert.AreEqual("Panic", rt.CurrentStateName);
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}
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[Test]
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public void GlobalConditionTransition_TakesPriorityOverLocal()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A").To("B").When(c => true, "local");
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b.State("B"); b.State("G");
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b.Global().To("G").When(c => true, "global"); // 全局先评估
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var rt = new AiRuntime(b.Build(), new FakeAiContext());
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rt.Tick(0.1f);
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Assert.AreEqual("G", rt.CurrentStateName);
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}
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// ── 事件 vs 条件优先 / 队列信号 ───────────────────────────────────
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[Test]
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public void EventTransition_TakesPriorityOverCondition_SameTick()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A")
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.To("ByCond").When(c => true, "cond") // 条件恒真
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.To("ByEvent").OnEvent(AiSignal.Parried); // 事件优先(Tick 第1步)
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b.State("ByCond"); b.State("ByEvent");
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var rt = new AiRuntime(b.Build(), new FakeAiContext());
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rt.Send(AiSignal.Parried);
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rt.Tick(0.1f);
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Assert.AreEqual("ByEvent", rt.CurrentStateName);
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}
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[Test]
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public void UnmatchedSignal_ConsumedThenConditionEvaluated()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A").To("B").When(c => c.Sensor.SeesPlayer(), "sees");
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b.State("B");
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var ctx = new FakeAiContext();
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ctx.S.Sees = true;
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var rt = new AiRuntime(b.Build(), ctx);
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rt.Send(AiSignal.Parried); // A 无 Parried 转换 → 被消费掉,不阻塞条件评估
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rt.Tick(0.1f);
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Assert.AreEqual("B", rt.CurrentStateName);
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}
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[Test]
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public void MultipleQueuedSignals_FirstMatchWins_RemainingConsumed()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A")
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.To("B").OnEvent(AiSignal.Parried)
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.To("C").OnEvent(AiSignal.Staggered);
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b.State("B"); b.State("C");
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var rt = new AiRuntime(b.Build(), new FakeAiContext());
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rt.Send(AiSignal.Parried);
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rt.Send(AiSignal.Staggered);
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rt.Tick(0.1f);
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Assert.AreEqual("B", rt.CurrentStateName); // 第一个匹配的 Parried 先转 B
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rt.Tick(0.1f);
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Assert.AreEqual("B", rt.CurrentStateName); // 残留 Staggered 在 B 无匹配 → 被消费,仍 B
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}
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// ── 自转换 / OnTick 时序 ──────────────────────────────────────────
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[Test]
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public void ConditionSelfTransition_DoesNotReenter()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A")
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.OnEnter(c => c.Blackboard.Set("enters", c.Blackboard.Get<int>("enters") + 1))
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.To("A").When(c => true, "self"); // 自转换
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.Build(), ctx); // 构造进入 → enters=1
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rt.Tick(0.1f); // 自转换应 no-op,不重跑 OnEnter
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Assert.AreEqual(1, ctx.BB.Get<int>("enters"));
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Assert.AreEqual("A", rt.CurrentStateName);
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}
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[Test]
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public void TransitionWins_SkipsOnTick_SameFrame()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A")
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.Tick(c => c.Blackboard.Set("ticked", true))
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.To("B").When(c => true, "go");
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b.State("B");
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.Build(), ctx);
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rt.Tick(0.1f); // 转换发生 → 当帧不应执行 A 的 OnTick
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Assert.AreEqual("B", rt.CurrentStateName);
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Assert.IsFalse(ctx.BB.Has("ticked"));
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}
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[Test]
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public void Tick_TwoArg_ReceivesDeltaTime()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A").Tick((c, dt) => c.Blackboard.Set("dt", dt)); // 无转换
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.Build(), ctx);
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rt.Tick(0.25f);
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Assert.AreEqual(0.25f, ctx.BB.Get<float>("dt"), 1e-5f);
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}
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// ── trace 上限 / Blackboard / 挂起标志 ────────────────────────────
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[Test]
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public void Trace_CapsAtSixteen()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A").To("B").When(c => true, "toB");
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b.State("B").To("A").When(c => true, "toA"); // A↔B 每帧一次转换
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var rt = new AiRuntime(b.Build(), new FakeAiContext());
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for (int i = 0; i < 20; i++) rt.Tick(0.1f);
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Assert.AreEqual(16, rt.Trace.Count); // 环形缓冲上限 16
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}
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// Blackboard 基础 Set/Get/Has/Clear/Snapshot → BlackboardTests 已覆盖,此处不重复。
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[Test]
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public void IsSuspended_ClearedAfterEventWhileNotControllable()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A"); b.State("Dead");
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b.Global().To("Dead").OnEvent(AiSignal.Died);
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var ctx = new FakeAiContext();
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ctx.V.Controllable = false; // 受击中(若无事件本会挂起)
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var rt = new AiRuntime(b.Build(), ctx);
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual("Dead", rt.CurrentStateName);
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Assert.IsFalse(rt.IsSuspended); // 事件推进转换后清挂起
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}
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[Test]
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public void State_Redeclaration_AccumulatesTransitions()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A").To("B").When(c => false, "t1"); // 第一次声明
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b.State("A").To("C").When(c => true, "t2"); // 再次 State("A") 应取同一状态,累加转换
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b.State("B"); b.State("C");
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var graph = b.Build();
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Assert.AreEqual(2, graph.GetState("A").Transitions.Count);
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var rt = new AiRuntime(graph, new FakeAiContext());
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rt.Tick(0.1f); // t1 假、t2 真 → C
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Assert.AreEqual("C", rt.CurrentStateName);
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}
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}
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}
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