test(enemy): 补测骨架 × 另两个模块的组合,以及入口覆盖契约

This commit is contained in:
2026-07-29 14:21:36 +08:00
parent bf8101b3f5
commit 9dc10e0398
@@ -216,5 +216,71 @@ namespace BaseGames.Tests.EditMode.AI
Assert.Throws<System.ArgumentNullException>(() => PerceptionSkeleton.Add( Assert.Throws<System.ArgumentNullException>(() => PerceptionSkeleton.Add(
b, null, new RushEngagement("rush"))); b, null, new RushEngagement("rush")));
} }
// ── 模块组合:抽象的存在理由,必须端到端验证 ─────────────────────
[Test]
public void Skeleton_WithApproachAttack_EscalatesAndDisengages()
{
var ctx = new Ctx();
var rt = Build(ctx, new SinglePost(LocomotionMode.Patrol), new ApproachAttackEngagement());
Assert.AreEqual(SinglePost.Post, rt.CurrentStateName);
ctx.S.Chase = true; rt.Tick(0.1f);
Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName);
ctx.C.Eligible = true; rt.Tick(0.1f);
Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName);
ctx.C.Running = null; rt.Tick(0.1f); // 招式打完
Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName);
ctx.S.Chase = false; ctx.S.Vision = false; ctx.C.Eligible = false;
rt.Tick(0.1f);
Assert.AreEqual(SinglePost.Post, rt.CurrentStateName); // 脱战回 Rest
}
[Test]
public void Skeleton_WithDisguiseThenPatrol_DisengagesToPatrol_NotDisguise()
{
// 唯一 Entry != Rest 的未发现层:出生伪装静止,脱战只回巡逻,伪装态从此不可达。
var ctx = new Ctx();
var rt = Build(ctx, new DisguiseThenPatrol());
Assert.AreEqual(DisguiseThenPatrol.Disguise, rt.CurrentStateName);
ctx.S.Chase = true; rt.Tick(0.1f);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
ctx.S.Chase = false; ctx.S.Vision = false; rt.Tick(0.1f);
Assert.AreEqual(DisguiseThenPatrol.Patrol, rt.CurrentStateName); // 不是 Disguise
// 再交战一轮,仍然只回巡逻——伪装态不可逆
ctx.S.Chase = true; rt.Tick(0.1f);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
ctx.S.Chase = false; rt.Tick(0.1f);
Assert.AreEqual(DisguiseThenPatrol.Patrol, rt.CurrentStateName);
}
[Test]
public void EntryCanBeOverridden_ForEnemiesWithPrefixStates()
{
// 骨架注释承诺的出路:掉落链 / 出场链这类前置态,调 Add 之后再覆盖 Entry。
var ctx = new Ctx();
var b = new BrainBuilder();
PerceptionSkeleton.Add(b, new SinglePost(LocomotionMode.Patrol),
new RushEngagement("rush", RushExit.OnLostTarget));
AiStateFragments.Locomotion(b, "Ceiling", LocomotionMode.Idle)
.To(SinglePost.Post).When(x => x.Sensor.SeesPlayer(), "landed");
b.Entry("Ceiling"); // 覆盖骨架设的入口
var rt = new AiRuntime(b.Build(), ctx);
Assert.AreEqual("Ceiling", rt.CurrentStateName);
ctx.S.Sees = true; rt.Tick(0.1f);
Assert.AreEqual(SinglePost.Post, rt.CurrentStateName); // 落地后并入感知层
ctx.S.Chase = true; rt.Tick(0.1f);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName); // 升级边照常生效
}
} }
} }