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>
@
This commit is contained in:
2026-07-20 11:11:54 +08:00
parent 61ca84365d
commit 55b6255ce6
3 changed files with 507 additions and 19 deletions
@@ -0,0 +1,243 @@
using NUnit.Framework;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
/// <summary>
/// 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。
/// </summary>
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<System.InvalidOperationException>(() => b.Build());
}
[Test]
public void Build_Throws_WhenEntryStateUndeclared()
{
var b = new BrainBuilder();
b.Entry("Missing");
b.State("A");
Assert.Throws<System.InvalidOperationException>(() => 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<System.InvalidOperationException>(() => b.Build());
}
[Test]
public void GlobalBuilder_Throws_WhenOnEventBeforeTo()
{
var b = new BrainBuilder();
Assert.Throws<System.InvalidOperationException>(() => b.Global().OnEvent(AiSignal.Died));
}
[Test]
public void GlobalBuilder_Throws_WhenWhenBeforeTo()
{
var b = new BrainBuilder();
Assert.Throws<System.InvalidOperationException>(() => 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<int>("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<int>("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<float>("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);
}
}
}
@@ -0,0 +1,11 @@
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@@ -1,4 +1,5 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine;
using NUnit.Framework; using NUnit.Framework;
using BaseGames.AI; using BaseGames.AI;
using BaseGames.Enemies; using BaseGames.Enemies;
@@ -6,18 +7,38 @@ using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.AI namespace BaseGames.Tests.EditMode.AI
{ {
/// <summary> /// <summary>
/// 回归测试:PerceptionStateMachine 的待机/巡逻/警觉声明 locomotion 意图, /// PerceptionStateMachine 全感知↔状态矩阵测试(spec《敌人感知↔状态》):
/// 追击走能力(不直接驱动 locomotion)。转换规则见 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。
/// </summary> /// </summary>
public class PerceptionStateMachineTests 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(); var b = new BrainBuilder();
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
{ {
Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death",
Death = "Death", Entry = "Idle", Rest = "Patrol", Entry = entry, Rest = "Patrol",
IdleMode = LocomotionMode.Idle, IdleMode = LocomotionMode.Idle,
PatrolMode = LocomotionMode.Patrol, PatrolMode = LocomotionMode.Patrol,
AlertMode = LocomotionMode.Face, AlertMode = LocomotionMode.Face,
@@ -26,37 +47,250 @@ namespace BaseGames.Tests.EditMode.AI
return b.Build(); return b.Build();
} }
// ── 入口 / 待机 ───────────────────────────────────────────────────
[Test] [Test]
public void EntryIdleState_SetsIdleLocomotionMode() public void Entry_IsIdle_WithIdleLocomotion()
{ {
var ctx = new FakeAiContext(); var ctx = new Ctx();
var rt = new AiRuntime(Graph(), ctx); var rt = new AiRuntime(Graph(), ctx);
Assert.AreEqual("Idle", rt.CurrentStateName); 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] [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); var rt = new AiRuntime(Graph(), ctx);
ctx.S.Chase = true; // 进入追逐区
rt.Tick(0.1f); rt.Tick(0.1f);
Assert.AreEqual("Chase", rt.CurrentStateName); Assert.AreEqual("Idle", rt.CurrentStateName);
CollectionAssert.Contains(ctx.C.Used, "chase"); // 追击由能力触发
} }
[Test] [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 Ctx();
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx); var rt = new AiRuntime(Graph(), ctx);
ctx.S.Chase = true; 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"); int lastStop = ctx.L.Calls.FindLastIndex(s => s == "Stop");
var afterEnteringChase = ctx.L.Calls.GetRange(lastStop + 1, ctx.L.Calls.Count - lastStop - 1); var afterEnter = ctx.L.Calls.GetRange(lastStop + 1, ctx.L.Calls.Count - lastStop - 1);
CollectionAssert.IsEmpty(afterEnteringChase); 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 → ROnExit 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);
} }
} }
} }