feat(enemy): PerceptionSkeleton——两层可插拔的感知骨架,自声明死亡终态

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2026-07-29 14:10:46 +08:00
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using System.Collections.Generic;
using NUnit.Framework;
using BaseGames.AI;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.AI
{
public class PerceptionSkeletonTests
{
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 AiRuntime Build(Ctx ctx, IUnawareModule unaware = null, IEngagementModule engagement = null)
{
var b = new BrainBuilder();
PerceptionSkeleton.Add(b,
unaware ?? new SinglePost(LocomotionMode.Patrol),
engagement ?? new RushEngagement("rush", RushExit.OnLostTarget));
return new AiRuntime(b.Build(), ctx);
}
// ── 升级 ──────────────────────────────────────────────────────────
[Test]
public void Unaware_ToEngagement_WhenInChaseZone()
{
var ctx = new Ctx();
var rt = Build(ctx);
ctx.S.Chase = true;
rt.Tick(0.1f);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
}
[Test]
public void Unaware_ToAlert_WhenInVision_AndHasAlert()
{
var ctx = new Ctx { HasAlert = true };
var rt = Build(ctx);
ctx.S.Vision = true;
rt.Tick(0.1f);
Assert.AreEqual(PerceptionSkeleton.Alert, rt.CurrentStateName);
}
[Test]
public void Unaware_StaysUnaware_WhenInVision_ButNoAlertState()
{
var ctx = new Ctx { HasAlert = false };
var rt = Build(ctx);
ctx.S.Vision = true;
rt.Tick(0.1f);
Assert.AreEqual(SinglePost.Post, rt.CurrentStateName);
}
[Test]
public void ChaseZone_BeatsAlert_WhenBothActive()
{
var ctx = new Ctx { HasAlert = true };
var rt = Build(ctx);
ctx.S.Chase = true; ctx.S.Vision = true;
rt.Tick(0.1f);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
}
// 升级边必须优先于未发现层内部计时边
[Test]
public void UpgradeEdge_BeatsUnawareInternalDwellEdge()
{
var ctx = new Ctx();
var rt = Build(ctx, new AlternatingIdlePatrol(idleDwell: 1f, patrolDwell: 1f));
Assert.AreEqual(AlternatingIdlePatrol.Idle, rt.CurrentStateName);
ctx.S.Chase = true;
rt.Tick(5f); // 计时早已到点,但追击边优先
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
}
// ── 警觉 ──────────────────────────────────────────────────────────
[Test]
public void Alert_ToEngagement_WhenEnteringChaseZone()
{
var ctx = new Ctx();
var rt = Build(ctx);
ctx.S.Vision = true; rt.Tick(0.1f);
Assert.AreEqual(PerceptionSkeleton.Alert, rt.CurrentStateName);
ctx.S.Chase = true; rt.Tick(0.1f);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
}
[Test]
public void Alert_ToRest_WhenLeavingVision()
{
var ctx = new Ctx();
var rt = Build(ctx);
ctx.S.Vision = true; rt.Tick(0.1f);
ctx.S.Vision = false; rt.Tick(0.1f);
Assert.AreEqual(SinglePost.Post, rt.CurrentStateName);
}
[Test]
public void Alert_FacesLastKnown()
{
var ctx = new Ctx();
ctx.S.Last = new UnityEngine.Vector2(7f, 2f);
var rt = Build(ctx);
ctx.S.Vision = true; rt.Tick(0.1f);
Assert.AreEqual(new UnityEngine.Vector2(7f, 2f), ctx.L.FacedAt);
}
// ── 降级:追击后永不回警觉 ─────────────────────────────────────────
[Test]
public void AfterEngagement_GoesToRest_NeverBackToAlert()
{
var ctx = new Ctx();
var rt = Build(ctx);
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(SinglePost.Post, rt.CurrentStateName); // 不是 Alert
}
// ── 死亡 ──────────────────────────────────────────────────────────
[Test]
public void Died_TransitionsToDeath_FromAnyState()
{
var ctx = new Ctx();
var rt = Build(ctx);
ctx.S.Chase = true; rt.Tick(0.1f);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
rt.Send(AiSignal.Died);
rt.Tick(0.1f);
Assert.AreEqual(PerceptionSkeleton.Death, rt.CurrentStateName);
}
// 真实死亡路径:PerformDeath 先 ForceState(Dead) 再发 Died
// 所以信号被处理时 IsControllable 已为假。事件边必须仍能通过。
[Test]
public void Died_WorksEvenWhenNotControllable()
{
var ctx = new Ctx();
var rt = Build(ctx);
ctx.V.Controllable = false; // 已是 Dead 物理态
rt.Send(AiSignal.Died);
rt.Tick(0.1f);
Assert.AreEqual(PerceptionSkeleton.Death, rt.CurrentStateName);
}
[Test]
public void Death_IsTerminal_NoConditionEdgesEvaluatedAfterwards()
{
var ctx = new Ctx();
var rt = Build(ctx);
rt.Send(AiSignal.Died);
rt.Tick(0.1f);
ctx.V.Controllable = false; // 死后不可控
ctx.S.Chase = true; // 即便玩家又进追逐区
for (int i = 0; i < 10; i++) rt.Tick(0.1f);
Assert.AreEqual(PerceptionSkeleton.Death, rt.CurrentStateName); // 也不复活
}
// ── 校验 ──────────────────────────────────────────────────────────
sealed class BadUnaware : IUnawareModule
{
public string Entry => "X";
public string Rest => "NotInStates";
public IReadOnlyList<string> States => new[] { "X" };
public void Declare(BrainBuilder b) => AiStateFragments.Locomotion(b, "X", LocomotionMode.Idle);
public void Link(BrainBuilder b) { }
}
sealed class UndeclaredUnaware : IUnawareModule
{
public string Entry => "Y";
public string Rest => "Y";
public IReadOnlyList<string> States => new[] { "Y" };
public void Declare(BrainBuilder b) { } // 忘了声明行为
public void Link(BrainBuilder b) { }
}
[Test]
public void Throws_WhenRestNotInStates()
{
var b = new BrainBuilder();
Assert.Throws<System.InvalidOperationException>(() => PerceptionSkeleton.Add(
b, new BadUnaware(), new RushEngagement("rush")));
}
[Test]
public void Throws_WhenUnawareStateNotDeclared()
{
var b = new BrainBuilder();
Assert.Throws<System.InvalidOperationException>(() => PerceptionSkeleton.Add(
b, new UndeclaredUnaware(), new RushEngagement("rush")));
}
[Test]
public void Throws_WhenModuleIsNull()
{
var b = new BrainBuilder();
Assert.Throws<System.ArgumentNullException>(() => PerceptionSkeleton.Add(
b, null, new RushEngagement("rush")));
}
}
}
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using System;
using System.Collections.Generic;
using BaseGames.AI;
namespace BaseGames.Enemies
{
/// <summary>
/// 感知骨架:把「未发现 → 警觉 → 交战」的升降级规则,挂到两个模块声明的态上。
/// 骨架永远只做这一件事——未发现态长什么样、交战怎么打,全部归模块。
///
/// 规则:
/// 未发现:在追逐区 → 交战(优先);否则 有警觉态且在视野 → 警觉;否则保持。
/// 警觉: 在追逐区 → 交战;否则 脱离视野 → Rest;否则保持(朝向最后已知位置)。
/// 交战: 脱战条件由交战模块自定,脱战一律回 Rest —— 永不回警觉。
/// 死亡: 全局事件边,优先级最高,且不受 IsControllable 门阻挡。
///
/// 死亡态由骨架自己声明为无行为终态,不做成可插拔层——死亡在本项目里完全归物理层
/// EnemyBase.PerformDeath 切终态/关碰撞/播死亡动画/归还池;EnemyDeathSequence 做
/// 死亡前摇演出并可经动画事件生成小怪)。且 PerformDeath 先 ForceState(Dead) 再发
/// Died 信号,此后 IsControllable 永久为假、AiRuntime 不再求值任何条件边,
/// 所以死亡链里放条件转换必然卡住。AI 图需要这个态只是为了让全局边有去处、决策停止。
///
/// 入口默认取 unaware.Entry;需要前置态(掉落链 / 出场链)的敌人在调用本方法后
/// 再调 b.Entry("自己的态") 覆盖即可。
/// </summary>
public static class PerceptionSkeleton
{
public const string Alert = "Alert";
public const string Death = "Death";
static readonly Func<IAiContext, bool> HasAlertAndInVision =
x => x is IEnemyActor a && a.HasAlertState && x.Sensor.InVisionZone();
static readonly Func<IAiContext, bool> LeftVision = x => !x.Sensor.InVisionZone();
public static void Add(BrainBuilder b,
IUnawareModule unaware,
IEngagementModule engagement)
{
if (b == null) throw new ArgumentNullException(nameof(b));
if (unaware == null) throw new ArgumentNullException(nameof(unaware));
if (engagement == null) throw new ArgumentNullException(nameof(engagement));
// 1) 各模块先声明自己的态(未发现层此阶段只声明态,不挂内部边)
unaware.Declare(b);
engagement.Build(b, unaware.Rest);
AiStateFragments.Terminal(b, Death);
var states = unaware.States;
if (states == null || states.Count == 0)
throw new InvalidOperationException($"{unaware.GetType().Name}: States 不能为空。");
for (int i = 0; i < states.Count; i++)
b.RequireState(states[i]); // Declare 漏声明的态在此暴露
if (!Contains(states, unaware.Rest))
throw new InvalidOperationException(
$"{unaware.GetType().Name}: Rest='{unaware.Rest}' 必须属于 States。");
b.Entry(unaware.Entry);
b.Global().To(Death).OnEvent(AiSignal.Died);
// 2) 升级边先挂——AiRuntime 按声明顺序评估条件边,升级必须优先于
// 未发现层的内部边(如巡逻计时),否则玩家进追逐区那一帧可能被计时边抢走。
for (int i = 0; i < states.Count; i++)
b.State(states[i])
.To(engagement.EntryState).When(engagement.CanEngage, engagement.EngageLabel)
.To(Alert).When(HasAlertAndInVision, "InVision+HasAlert");
AiStateFragments.Locomotion(b, Alert, LocomotionMode.Face)
.To(engagement.EntryState).When(engagement.CanEngage, engagement.EngageLabel)
.To(unaware.Rest).When(LeftVision, "leftVision");
// 3) 未发现层内部边最后挂,优先级低于升级边
unaware.Link(b);
}
static bool Contains(IReadOnlyList<string> list, string value)
{
for (int i = 0; i < list.Count; i++)
if (list[i] == value) return true;
return false;
}
}
}
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