refactor(enemy): 退役 PerceptionStateMachine,E001 切换到两层模块组装
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@@ -1,489 +0,0 @@
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using System.Collections.Generic;
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using UnityEngine;
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using NUnit.Framework;
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using BaseGames.AI;
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using BaseGames.Enemies;
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namespace BaseGames.Tests.EditMode.AI
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{
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/// <summary>
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/// PerceptionStateMachine 全感知↔状态矩阵测试(spec《敌人感知↔状态》):
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/// 待机/巡逻(未发现) → 追击(优先)/警觉(次);警觉 → 追击/降级R/保持;
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/// 追击 → 脱离全部感知才降级R(永不回警觉);死亡=全局事件。
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/// 覆盖 HasAlert 分支、locomotion 意图、追击能力触发/中断、de-escalation。
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/// </summary>
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public class PerceptionStateMachineTests
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{
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// 实现 IAiContext + IEnemyActor(HasAlertState 可配),复用 FakeAiContext.cs 的子 fake。
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sealed class Ctx : IAiContext, IEnemyActor
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{
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public FakeSensor S = new FakeSensor();
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public FakeLocomotion L = new FakeLocomotion();
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public FakeCombat C = new FakeCombat();
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public FakeVitals V = new FakeVitals();
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public Blackboard BB = new Blackboard();
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public bool HasAlert = true;
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public ISensor Sensor => S;
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public IEnemyLocomotion Locomotion => L;
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public ICombatant Combat => C;
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public IActorVitals Vitals => V;
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public Blackboard Blackboard => BB;
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public bool HasAlertState => HasAlert;
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}
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static AiGraph Graph(string entry = "Idle")
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{
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var b = new BrainBuilder();
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PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
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{
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Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death",
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Entry = entry, Rest = "Patrol",
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IdleMode = LocomotionMode.Idle,
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PatrolMode = LocomotionMode.Patrol,
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AlertMode = LocomotionMode.Face,
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ChaseAbilityId = "chase",
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});
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return b.Build();
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}
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// PatrolBetweenChases 变体:冲刺打完→巡逻(CD),冷却结束仍在追逐区→再冲刺。
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static AiGraph GraphCD()
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{
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var b = new BrainBuilder();
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PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
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{
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Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death",
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Entry = "Idle", Rest = "Patrol",
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IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face,
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ChaseAbilityId = "chase",
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PatrolBetweenChases = true,
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});
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return b.Build();
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}
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// ── 入口 / 待机 ───────────────────────────────────────────────────
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[Test]
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public void Entry_IsIdle_WithIdleLocomotion()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph(), ctx);
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Assert.AreEqual("Idle", rt.CurrentStateName);
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Assert.AreEqual(LocomotionMode.Idle, ctx.L.CurrentMode);
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}
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[Test]
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public void Idle_Stays_WhenNoPerception()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph(), ctx);
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rt.Tick(0.1f);
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Assert.AreEqual("Idle", rt.CurrentStateName);
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}
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[Test]
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public void Idle_ToChase_WhenInChaseZone()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Chase = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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[Test]
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public void Idle_ToAlert_WhenInVision_AndHasAlert()
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{
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var ctx = new Ctx { HasAlert = true };
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Vision = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Alert", rt.CurrentStateName);
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}
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[Test]
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public void Idle_StaysIdle_WhenInVision_ButNoAlertState()
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{
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var ctx = new Ctx { HasAlert = false }; // 无警觉态 → 不进警觉
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Vision = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Idle", rt.CurrentStateName);
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}
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[Test]
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public void Idle_ChaseBeatsAlert_WhenBothZones()
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{
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var ctx = new Ctx { HasAlert = true };
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Chase = true; ctx.S.Vision = true; // 两者都满足 → 追击优先
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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// ── 巡逻(entry=Patrol):与待机同规则 ─────────────────────────────
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[Test]
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public void Patrol_ToChase_WhenInChaseZone()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph("Patrol"), ctx);
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Assert.AreEqual("Patrol", rt.CurrentStateName);
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Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode);
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ctx.S.Chase = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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[Test]
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public void Patrol_ToAlert_WhenInVision_AndHasAlert()
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{
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var ctx = new Ctx { HasAlert = true };
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var rt = new AiRuntime(Graph("Patrol"), ctx);
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ctx.S.Vision = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Alert", rt.CurrentStateName);
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}
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// ── 警觉 ──────────────────────────────────────────────────────────
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Ctx InAlert(out AiRuntime rt)
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{
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var ctx = new Ctx { HasAlert = true };
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rt = new AiRuntime(Graph(), ctx);
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ctx.S.Vision = true; // Idle → Alert
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rt.Tick(0.1f);
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Assert.AreEqual("Alert", rt.CurrentStateName);
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return ctx;
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}
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[Test]
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public void Alert_AppliesFaceLocomotion()
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{
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var ctx = InAlert(out var rt);
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Assert.AreEqual(LocomotionMode.Face, ctx.L.CurrentMode);
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CollectionAssert.Contains(ctx.L.Calls, "Face");
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}
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[Test]
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public void Alert_ToChase_WhenInChaseZone()
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{
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var ctx = InAlert(out var rt);
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ctx.S.Chase = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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[Test]
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public void Alert_ToRest_WhenLeftVision()
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{
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var ctx = InAlert(out var rt);
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ctx.S.Vision = false; // 脱离视野 → 降级 R(=Patrol)
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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName);
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}
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[Test]
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public void Alert_Stays_WhenStillInVision()
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{
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var ctx = InAlert(out var rt);
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ctx.S.Vision = true; ctx.S.Chase = false;
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rt.Tick(0.1f);
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Assert.AreEqual("Alert", rt.CurrentStateName);
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}
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// ── 追击 ──────────────────────────────────────────────────────────
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Ctx InChase(out AiRuntime rt)
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{
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var ctx = new Ctx();
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rt = new AiRuntime(Graph(), ctx);
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ctx.S.Chase = true; // Idle → Chase
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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return ctx;
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}
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[Test]
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public void Chase_TriggersAbility_NotLocomotion()
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{
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var ctx = InChase(out var rt);
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CollectionAssert.Contains(ctx.C.Used, "chase"); // 触发追击能力
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// 进 Chase 后不应再有 locomotion 意图声明(追击移动归能力)
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int lastStop = ctx.L.Calls.FindLastIndex(s => s == "Stop");
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var afterEnter = ctx.L.Calls.GetRange(lastStop + 1, ctx.L.Calls.Count - lastStop - 1);
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CollectionAssert.IsEmpty(afterEnter);
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}
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[Test]
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public void Chase_ToRest_WhenLeftAllZones()
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{
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var ctx = InChase(out var rt);
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ctx.S.Chase = false; ctx.S.Vision = false; // 追逐区且视野区都不在 → R
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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName);
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}
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[Test]
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public void Chase_Stays_WhenInChaseZoneOnly()
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{
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var ctx = InChase(out var rt);
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ctx.S.Chase = true; ctx.S.Vision = false; // 视野被墙挡漏检,但仍在追逐区
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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[Test]
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public void Chase_Stays_WhenInVisionZoneOnly()
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{
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var ctx = InChase(out var rt);
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ctx.S.Chase = false; ctx.S.Vision = true; // 出追逐区但仍在视野 → 不降级
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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[Test]
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public void Chase_NeverGoesToAlert()
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{
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// 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。
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var ctx = InChase(out var rt);
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ctx.HasAlert = true;
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ctx.S.Chase = false; ctx.S.Vision = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName); // 不是 Alert
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Assert.AreNotEqual("Alert", rt.CurrentStateName);
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}
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[Test]
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public void Chase_OnExit_InterruptsAbility()
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{
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var ctx = InChase(out var rt);
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Assert.AreEqual("chase", ctx.C.Running); // 追击能力运行中
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ctx.S.Chase = false; ctx.S.Vision = false;
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rt.Tick(0.1f); // Chase → R,OnExit 中断能力
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Assert.IsNull(ctx.C.Running);
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}
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[Test]
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public void RestIsPatrol_AfterChaseDeescalation()
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{
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var ctx = InChase(out var rt);
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ctx.S.Chase = false; ctx.S.Vision = false;
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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName); // R = Patrol
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Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode); // 落地即巡逻移动意图
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}
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// ── ApproachAttack 交战风格 ───────────────────────────────────────
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static AiGraph GraphApproach(string entry = "Idle")
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{
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var b = new BrainBuilder();
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PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
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{
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Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Death = "Death",
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Entry = entry, Rest = "Patrol",
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IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face,
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Engagement = PerceptionStateMachine.EngagementStyle.ApproachAttack,
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ApproachState = "Approach", AttackState = "Attack",
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});
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return b.Build();
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}
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[Test]
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public void Approach_EnteredFromChaseZone_UsesPursue()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(GraphApproach(), ctx);
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ctx.S.Chase = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Approach", rt.CurrentStateName);
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CollectionAssert.Contains(ctx.L.Calls, "Pursue");
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}
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[Test]
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public void Approach_ToAttack_WhenEligibleAttack()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(GraphApproach(), ctx);
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ctx.S.Chase = true; rt.Tick(0.1f);
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ctx.C.Eligible = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Attack", rt.CurrentStateName);
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CollectionAssert.Contains(ctx.C.Used, "best");
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}
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[Test]
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public void Attack_StopsLocomotion_OnEnter()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(GraphApproach(), ctx);
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ctx.S.Chase = true; rt.Tick(0.1f);
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ctx.C.Eligible = true; rt.Tick(0.1f);
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CollectionAssert.Contains(ctx.L.Calls, "Stop");
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}
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[Test]
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public void Attack_ToApproach_WhenAttackDone()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(GraphApproach(), ctx);
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ctx.S.Chase = true; rt.Tick(0.1f);
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ctx.C.Eligible = true; rt.Tick(0.1f);
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Assert.AreEqual("Attack", rt.CurrentStateName);
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ctx.C.Running = null;
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rt.Tick(0.1f);
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Assert.AreEqual("Approach", rt.CurrentStateName);
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}
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[Test]
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public void Approach_ToRest_WhenLeftAllZones()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(GraphApproach(), ctx);
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ctx.S.Chase = true; rt.Tick(0.1f);
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ctx.S.Chase = false; ctx.S.Vision = false;
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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName);
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}
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[Test]
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public void ApproachAttack_Death_IsGlobal()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(GraphApproach(), ctx);
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ctx.S.Chase = true; rt.Tick(0.1f);
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rt.Send(AiSignal.Died); rt.Tick(0.1f);
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Assert.AreEqual("Death", rt.CurrentStateName);
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}
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// 进 Attack 后玩家脱离全部感知区:攻击仍在跑 → 不回 Approach,改判 leftAllZones → Rest(Patrol)。
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[Test]
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public void Attack_ToRest_WhenLeftAllZones()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(GraphApproach(), ctx);
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ctx.S.Chase = true; rt.Tick(0.1f); // → Approach
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ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack, Running="best"
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Assert.AreEqual("Attack", rt.CurrentStateName);
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ctx.S.Chase = false; ctx.S.Vision = false; // 攻击仍 running,但脱离全部感知
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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName);
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}
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// 死亡是全局事件,从 Attack 态也能达 Death。
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[Test]
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public void ApproachAttack_Death_FromAttack()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(GraphApproach(), ctx);
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ctx.S.Chase = true; rt.Tick(0.1f); // → Approach
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ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack
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Assert.AreEqual("Attack", rt.CurrentStateName);
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rt.Send(AiSignal.Died); rt.Tick(0.1f);
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Assert.AreEqual("Death", rt.CurrentStateName);
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}
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// ── 死亡(全局事件,任意态可达)───────────────────────────────────
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[Test]
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public void Death_OnDiedSignal_FromIdle()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph(), ctx);
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual("Death", rt.CurrentStateName);
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}
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[Test]
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public void Death_OnDiedSignal_FromChase()
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{
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var ctx = InChase(out var rt);
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual("Death", rt.CurrentStateName);
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}
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[Test]
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public void Death_IsTerminal_NoTransitionOut()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph(), ctx);
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rt.Send(AiSignal.Died); rt.Tick(0.1f);
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Assert.AreEqual("Death", rt.CurrentStateName);
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ctx.S.Chase = true; ctx.S.Vision = true; // 即便重新满足感知也不复活
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rt.Tick(0.1f);
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Assert.AreEqual("Death", rt.CurrentStateName);
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}
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// ── PatrolBetweenChases(CD 期巡逻)───────────────────────────────
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// 驱动到 Chase 后模拟冲刺进行中(能力 running)。
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Ctx InCD_Chase(out AiRuntime rt)
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{
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var ctx = new Ctx();
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rt = new AiRuntime(GraphCD(), ctx);
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ctx.S.Chase = true; ctx.C.CanUse = true;
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rt.Tick(0.1f); // Idle → Chase,OnEnter 触发冲刺(Running="chase")
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Assert.AreEqual("Chase", rt.CurrentStateName);
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Assert.AreEqual("chase", ctx.C.Running);
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return ctx;
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}
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[Test]
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public void CD_Chase_Stays_WhileDashRunning()
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{
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var ctx = InCD_Chase(out var rt);
|
||||
ctx.S.Chase = false; ctx.S.Vision = false; // 冲刺是 committed 冲锋:感知丢失也不中途打断
|
||||
rt.Tick(0.1f);
|
||||
Assert.AreEqual("Chase", rt.CurrentStateName);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void CD_Chase_ToPatrol_WhenDashDone()
|
||||
{
|
||||
var ctx = InCD_Chase(out var rt);
|
||||
ctx.C.Running = null; ctx.C.CanUse = false; // 冲刺打完,进入冷却
|
||||
rt.Tick(0.1f);
|
||||
Assert.AreEqual("Patrol", rt.CurrentStateName); // 冲完→CD 期巡逻
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void CD_Patrol_Stays_DuringCooldown_NoOscillation()
|
||||
{
|
||||
var ctx = InCD_Chase(out var rt);
|
||||
ctx.C.Running = null; ctx.C.CanUse = false;
|
||||
rt.Tick(0.1f); // → Patrol
|
||||
Assert.AreEqual("Patrol", rt.CurrentStateName);
|
||||
// CD 中仍在追逐区:不能回追击,多帧保持巡逻(不抖)
|
||||
ctx.S.Chase = true; ctx.C.CanUse = false;
|
||||
for (int i = 0; i < 5; i++) rt.Tick(0.1f);
|
||||
Assert.AreEqual("Patrol", rt.CurrentStateName);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void CD_Patrol_ToChase_WhenCooldownEnds_AndStillInChaseZone()
|
||||
{
|
||||
var ctx = InCD_Chase(out var rt);
|
||||
ctx.C.Running = null; ctx.C.CanUse = false;
|
||||
rt.Tick(0.1f); // → Patrol
|
||||
ctx.S.Chase = true; ctx.C.CanUse = true; // 冷却结束 + 仍在追逐区
|
||||
rt.Tick(0.1f);
|
||||
Assert.AreEqual("Chase", rt.CurrentStateName); // 再次冲刺
|
||||
Assert.AreEqual("chase", ctx.C.Running);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void CD_Patrol_StaysHome_WhenPlayerLost()
|
||||
{
|
||||
var ctx = InCD_Chase(out var rt);
|
||||
ctx.C.Running = null; ctx.C.CanUse = false;
|
||||
rt.Tick(0.1f); // → Patrol
|
||||
// 玩家丢失(脱离追逐区):即便冷却结束也不回追击,留在巡逻(降级回家)
|
||||
ctx.S.Chase = false; ctx.S.Vision = false; ctx.C.CanUse = true;
|
||||
rt.Tick(0.1f);
|
||||
Assert.AreEqual("Patrol", rt.CurrentStateName);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
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guid: 11d9c7954aefbd84e93387db27268546
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MonoImporter:
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externalObjects: {}
|
||||
serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
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||||
assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user