fix(enemy): AiStateFragments 空能力 id 建图期报错,补 OnExit 收尾测试

Ability/AbilityOnce 建图期校验 abilityId 非空,与 BrainBuilder.RequireState
同一类"漏配即快速失败"约束保持一致,避免定制 AiScript 漏配 id 时产出静默
不作为的状态。同时补 4 个测试:Locomotion/Ability 的 OnExit 收尾行为,以及
两个原语对空 id 的报错行为。
This commit is contained in:
2026-07-29 11:42:47 +08:00
parent 77a32cbf8a
commit 68f615e9c1
2 changed files with 70 additions and 4 deletions
@@ -64,5 +64,55 @@ namespace BaseGames.Tests.EditMode.AI
ctx.S.Chase = false; ctx.S.Vision = true;
Assert.IsFalse(AiStateFragments.LostAllZones(ctx));
}
[Test]
public void Locomotion_StopsOnExit()
{
var ctx = new FakeAiContext();
var b = new BrainBuilder();
b.Entry("S");
AiStateFragments.Locomotion(b, "S", LocomotionMode.Patrol)
.To("Out").When(x => x.Sensor.InChaseZone(), "leave");
AiStateFragments.Terminal(b, "Out");
var rt = new AiRuntime(b.Build(), ctx);
Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode);
ctx.S.Chase = true;
rt.Tick(0.1f);
Assert.AreEqual("Out", rt.CurrentStateName);
CollectionAssert.Contains(ctx.L.Calls, "Stop"); // 离开时收尾
}
[Test]
public void Ability_InterruptsOnExit()
{
var ctx = new FakeAiContext();
var b = new BrainBuilder();
b.Entry("S");
AiStateFragments.Ability(b, "S", "atk")
.To("Out").When(x => x.Sensor.InChaseZone(), "leave");
AiStateFragments.Terminal(b, "Out");
var rt = new AiRuntime(b.Build(), ctx);
Assert.AreEqual("atk", ctx.C.Running);
ctx.S.Chase = true;
rt.Tick(0.1f);
Assert.AreEqual("Out", rt.CurrentStateName);
Assert.IsNull(ctx.C.Running); // InterruptAbilities() 已清空
}
[Test]
public void Ability_Throws_WhenAbilityIdEmpty()
{
var b = new BrainBuilder();
Assert.Throws<System.ArgumentException>(() => AiStateFragments.Ability(b, "S", ""));
}
[Test]
public void AbilityOnce_Throws_WhenAbilityIdNull()
{
var b = new BrainBuilder();
Assert.Throws<System.ArgumentException>(() => AiStateFragments.AbilityOnce(b, "S", null));
}
}
}
@@ -25,17 +25,23 @@ namespace BaseGames.Enemies
/// 用于追击、冲锋这类"只要还在这个状态就该一直在做"的能力。
/// </summary>
public static BrainBuilder.StateBuilder Ability(BrainBuilder b, string state, string abilityId)
=> b.State(state)
{
RequireAbilityId(state, abilityId);
return b.State(state)
.OnEnter(x => EnsureAbility(x, abilityId))
.Tick (x => EnsureAbility(x, abilityId))
.OnExit(x => x.Combat.InterruptAbilities());
}
/// <summary>
/// 由能力驱动的一次性态:只在进入时触发,不每帧重触发。
/// 用于死亡等一次性演出——若用 Ability(),演出播完会被 Tick 无限重播。
/// </summary>
public static BrainBuilder.StateBuilder AbilityOnce(BrainBuilder b, string state, string abilityId)
=> b.State(state).OnEnter(x => EnsureAbility(x, abilityId));
{
RequireAbilityId(state, abilityId);
return b.State(state).OnEnter(x => EnsureAbility(x, abilityId));
}
/// <summary>
/// 无行为的终态。不需要在这里停移动——转入本态时,上一个态的 OnExit 已经收尾。
@@ -50,10 +56,20 @@ namespace BaseGames.Enemies
else x.Locomotion.SetMode(mode);
}
// 建图期校验:空 id 会让状态存在却什么都不做——敌人杵着不动、无任何报错,
// 正是 BrainBuilder.RequireState 要防的同一类静默失败。放建图期而非运行时回调里,
// 既能快速失败,也省掉热路径上每帧一次的判空。
static void RequireAbilityId(string state, string abilityId)
{
if (string.IsNullOrEmpty(abilityId))
throw new ArgumentException(
$"AiStateFragments: 状态 '{state}' 未配置能力 id。若该状态本就不需要能力" +
"(如死亡演出交给物理状态机),请改用 Terminal()。", nameof(abilityId));
}
static void EnsureAbility(IAiContext x, string abilityId)
{
if (!string.IsNullOrEmpty(abilityId) && !x.Combat.IsAbilityRunning(abilityId))
x.Combat.UseAbility(abilityId);
if (!x.Combat.IsAbilityRunning(abilityId)) x.Combat.UseAbility(abilityId);
}
}
}