feat(enemy): AiStateFragments 建态原语,新增 AbilityOnce 修死亡态重触发隐患
从 PerceptionStateMachine 的 private static 辅助方法提升为公开原语,供后续 模块化重构(骨架+可插拔模块)与定制 AiScript 复用。新增 AbilityOnce: 只在进入时触发能力、不每帧重触发,修复用 Ability() 驱动死亡态时演出播完 被 Tick 无限重播的隐患(现有 PerceptionStateMachine 因 E001 死亡能力 id 为空未暴露,本次不改它,留待 T11 整体退役)。
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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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public class AiStateFragmentsTests
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{
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static AiRuntime Run(System.Action<BrainBuilder> build, FakeAiContext ctx)
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{
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var b = new BrainBuilder();
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b.Entry("S");
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build(b);
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return new AiRuntime(b.Build(), ctx);
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}
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[Test]
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public void Locomotion_SetsModeOnEnter()
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{
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var ctx = new FakeAiContext();
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Run(b => AiStateFragments.Locomotion(b, "S", LocomotionMode.Patrol), ctx);
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Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode);
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}
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[Test]
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public void Locomotion_FaceMode_FacesLastKnown()
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{
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var ctx = new FakeAiContext();
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ctx.S.Last = new UnityEngine.Vector2(3f, 0f);
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Run(b => AiStateFragments.Locomotion(b, "S", LocomotionMode.Face), ctx);
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Assert.AreEqual(new UnityEngine.Vector2(3f, 0f), ctx.L.FacedAt);
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}
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[Test]
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public void Ability_RetriggersOnTick_WhenNotRunning()
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{
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var ctx = new FakeAiContext();
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var rt = Run(b => AiStateFragments.Ability(b, "S", "atk"), ctx);
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Assert.AreEqual(1, ctx.C.Used.Count);
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ctx.C.Running = null; // 模拟被受击打断
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rt.Tick(0.1f);
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Assert.AreEqual(2, ctx.C.Used.Count); // 重新触发
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}
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[Test]
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public void AbilityOnce_DoesNotRetrigger()
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{
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var ctx = new FakeAiContext();
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var rt = Run(b => AiStateFragments.AbilityOnce(b, "S", "death"), ctx);
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Assert.AreEqual(1, ctx.C.Used.Count);
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ctx.C.Running = null; // 演出播完
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rt.Tick(0.1f);
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rt.Tick(0.1f);
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Assert.AreEqual(1, ctx.C.Used.Count); // 不重播
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}
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[Test]
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public void LostAllZones_TrueOnlyWhenBothZonesEmpty()
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{
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var ctx = new FakeAiContext();
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Assert.IsTrue(AiStateFragments.LostAllZones(ctx));
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ctx.S.Chase = true;
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Assert.IsFalse(AiStateFragments.LostAllZones(ctx));
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ctx.S.Chase = false; ctx.S.Vision = true;
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Assert.IsFalse(AiStateFragments.LostAllZones(ctx));
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}
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}
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}
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