diff --git a/Assets/Tests/EditMode/AI/RushEngagementTests.cs b/Assets/Tests/EditMode/AI/RushEngagementTests.cs index e4377500..ed5c41f2 100644 --- a/Assets/Tests/EditMode/AI/RushEngagementTests.cs +++ b/Assets/Tests/EditMode/AI/RushEngagementTests.cs @@ -79,5 +79,39 @@ namespace BaseGames.Tests.EditMode.AI var m = new RushEngagement(); // 未配能力 Assert.Throws(() => m.Build(b, Rest)); } + + [Test] + public void Committed_CooldownGate_BreaksRushRestThrashLoop() + { + // Committed 存在的全部理由:冲锋打完回未发现态后,若进入条件不带冷却门, + // 下一帧仍在追逐区就会立刻再冲,形成 Rush↔Rest 每帧抖动。 + // 本用例补上骨架会挂的那条进入边,跑完整循环。 + var m = new RushEngagement("rush", RushExit.Committed); + var ctx = new FakeAiContext(); + var b = new BrainBuilder(); + AiStateFragments.Locomotion(b, Rest, LocomotionMode.Patrol) + .To(m.EntryState).When(m.CanEngage, m.EngageLabel); // 骨架的升级边 + m.Build(b, Rest); + b.Entry(Rest); + var rt = new AiRuntime(b.Build(), ctx); + + ctx.S.Chase = true; // 进追逐区且冷却就绪 + rt.Tick(0.1f); + Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName); + + ctx.C.Running = null; // 冲锋跑完 + ctx.C.CanUse = false; // 能力进入冷却 + rt.Tick(0.1f); + Assert.AreEqual(Rest, rt.CurrentStateName); + + // 关键断言:仍在追逐区、但冷却未好 → 不得再冲(否则就是每帧抖动) + rt.Tick(0.1f); + rt.Tick(0.1f); + Assert.AreEqual(Rest, rt.CurrentStateName); + + ctx.C.CanUse = true; // 冷却结束,仍在追逐区 + rt.Tick(0.1f); + Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName); + } } } diff --git a/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/RushExit.cs b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/RushExit.cs index 0d49597b..151252ed 100644 --- a/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/RushExit.cs +++ b/Assets/_Game/Scripts/Enemies/AIBrain/Modules/Engagement/RushExit.cs @@ -10,6 +10,10 @@ namespace BaseGames.Enemies /// 起手即锁定:整段冲锋跑完才脱战,中途丢失感知不打断。 /// 冷却门由模块自动附加——否则打完回未发现态后,下一帧仍在追逐区会立刻再冲, /// 出现 冲锋态 ↔ 未发现态 每帧抖动。 + /// + /// 前提:所引用的冲锋能力自身 cooldown > 0。若配成 0,能力结束下一帧 CanUseAbility + /// 即恢复为真,抖动照旧——那属于能力侧的配置错误,不在本模块兜底, + /// 由 AI 配方校验器显式报出。 /// Committed, }