refactor(enemy): 退役 PerceptionStateMachine,E001 切换到两层模块组装

This commit is contained in:
2026-07-29 14:24:48 +08:00
parent 9dc10e0398
commit 7327a5fe09
5 changed files with 8 additions and 693 deletions
@@ -1,489 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using NUnit.Framework;
using BaseGames.AI;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.AI
{
/// <summary>
/// PerceptionStateMachine 全感知↔状态矩阵测试(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>
public class PerceptionStateMachineTests
{
// 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();
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
{
Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death",
Entry = entry, Rest = "Patrol",
IdleMode = LocomotionMode.Idle,
PatrolMode = LocomotionMode.Patrol,
AlertMode = LocomotionMode.Face,
ChaseAbilityId = "chase",
});
return b.Build();
}
// PatrolBetweenChases 变体:冲刺打完→巡逻(CD),冷却结束仍在追逐区→再冲刺。
static AiGraph GraphCD()
{
var b = new BrainBuilder();
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
{
Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death",
Entry = "Idle", Rest = "Patrol",
IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face,
ChaseAbilityId = "chase",
PatrolBetweenChases = true,
});
return b.Build();
}
// ── 入口 / 待机 ───────────────────────────────────────────────────
[Test]
public void Entry_IsIdle_WithIdleLocomotion()
{
var ctx = new Ctx();
var rt = new AiRuntime(Graph(), ctx);
Assert.AreEqual("Idle", rt.CurrentStateName);
Assert.AreEqual(LocomotionMode.Idle, ctx.L.CurrentMode);
}
[Test]
public void Idle_Stays_WhenNoPerception()
{
var ctx = new Ctx();
var rt = new AiRuntime(Graph(), ctx);
rt.Tick(0.1f);
Assert.AreEqual("Idle", rt.CurrentStateName);
}
[Test]
public void Idle_ToChase_WhenInChaseZone()
{
var ctx = new Ctx();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Chase = true;
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");
var afterEnter = ctx.L.Calls.GetRange(lastStop + 1, ctx.L.Calls.Count - lastStop - 1);
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
}
// ── ApproachAttack 交战风格 ───────────────────────────────────────
static AiGraph GraphApproach(string entry = "Idle")
{
var b = new BrainBuilder();
PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
{
Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Death = "Death",
Entry = entry, Rest = "Patrol",
IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face,
Engagement = PerceptionStateMachine.EngagementStyle.ApproachAttack,
ApproachState = "Approach", AttackState = "Attack",
});
return b.Build();
}
[Test]
public void Approach_EnteredFromChaseZone_UsesPursue()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true;
rt.Tick(0.1f);
Assert.AreEqual("Approach", rt.CurrentStateName);
CollectionAssert.Contains(ctx.L.Calls, "Pursue");
}
[Test]
public void Approach_ToAttack_WhenEligibleAttack()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
ctx.C.Eligible = true;
rt.Tick(0.1f);
Assert.AreEqual("Attack", rt.CurrentStateName);
CollectionAssert.Contains(ctx.C.Used, "best");
}
[Test]
public void Attack_StopsLocomotion_OnEnter()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
ctx.C.Eligible = true; rt.Tick(0.1f);
CollectionAssert.Contains(ctx.L.Calls, "Stop");
}
[Test]
public void Attack_ToApproach_WhenAttackDone()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
ctx.C.Eligible = true; rt.Tick(0.1f);
Assert.AreEqual("Attack", rt.CurrentStateName);
ctx.C.Running = null;
rt.Tick(0.1f);
Assert.AreEqual("Approach", rt.CurrentStateName);
}
[Test]
public void Approach_ToRest_WhenLeftAllZones()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
ctx.S.Chase = false; ctx.S.Vision = false;
rt.Tick(0.1f);
Assert.AreEqual("Patrol", rt.CurrentStateName);
}
[Test]
public void ApproachAttack_Death_IsGlobal()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
rt.Send(AiSignal.Died); rt.Tick(0.1f);
Assert.AreEqual("Death", rt.CurrentStateName);
}
// 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)。
[Test]
public void Attack_ToRest_WhenLeftAllZones()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f); // → Approach
ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack, Running="best"
Assert.AreEqual("Attack", rt.CurrentStateName);
ctx.S.Chase = false; ctx.S.Vision = false; // 攻击仍 running,但脱离全部感知
rt.Tick(0.1f);
Assert.AreEqual("Patrol", rt.CurrentStateName);
}
// 死亡是全局事件,从 Attack 态也能达 Death。
[Test]
public void ApproachAttack_Death_FromAttack()
{
var ctx = new Ctx();
var rt = new AiRuntime(GraphApproach(), ctx);
ctx.S.Chase = true; rt.Tick(0.1f); // → Approach
ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack
Assert.AreEqual("Attack", rt.CurrentStateName);
rt.Send(AiSignal.Died); rt.Tick(0.1f);
Assert.AreEqual("Death", rt.CurrentStateName);
}
// ── 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);
}
// ── PatrolBetweenChasesCD 期巡逻)───────────────────────────────
// 驱动到 Chase 后模拟冲刺进行中(能力 running)。
Ctx InCD_Chase(out AiRuntime rt)
{
var ctx = new Ctx();
rt = new AiRuntime(GraphCD(), ctx);
ctx.S.Chase = true; ctx.C.CanUse = true;
rt.Tick(0.1f); // Idle → ChaseOnEnter 触发冲刺(Running="chase")
Assert.AreEqual("Chase", rt.CurrentStateName);
Assert.AreEqual("chase", ctx.C.Running);
return ctx;
}
[Test]
public void CD_Chase_Stays_WhileDashRunning()
{
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
guid: 11d9c7954aefbd84e93387db27268546
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: