feat(enemy): PerceptionSkeleton——两层可插拔的感知骨架,自声明死亡终态
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using System.Collections.Generic;
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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 PerceptionSkeletonTests
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{
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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 AiRuntime Build(Ctx ctx, IUnawareModule unaware = null, IEngagementModule engagement = null)
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{
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var b = new BrainBuilder();
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PerceptionSkeleton.Add(b,
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unaware ?? new SinglePost(LocomotionMode.Patrol),
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engagement ?? new RushEngagement("rush", RushExit.OnLostTarget));
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return new AiRuntime(b.Build(), ctx);
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}
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// ── 升级 ──────────────────────────────────────────────────────────
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[Test]
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public void Unaware_ToEngagement_WhenInChaseZone()
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{
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var ctx = new Ctx();
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var rt = Build(ctx);
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ctx.S.Chase = true;
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rt.Tick(0.1f);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
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}
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[Test]
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public void Unaware_ToAlert_WhenInVision_AndHasAlert()
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{
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var ctx = new Ctx { HasAlert = true };
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var rt = Build(ctx);
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ctx.S.Vision = true;
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rt.Tick(0.1f);
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Assert.AreEqual(PerceptionSkeleton.Alert, rt.CurrentStateName);
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}
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[Test]
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public void Unaware_StaysUnaware_WhenInVision_ButNoAlertState()
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{
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var ctx = new Ctx { HasAlert = false };
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var rt = Build(ctx);
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ctx.S.Vision = true;
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rt.Tick(0.1f);
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Assert.AreEqual(SinglePost.Post, rt.CurrentStateName);
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}
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[Test]
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public void ChaseZone_BeatsAlert_WhenBothActive()
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{
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var ctx = new Ctx { HasAlert = true };
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var rt = Build(ctx);
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ctx.S.Chase = true; ctx.S.Vision = true;
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rt.Tick(0.1f);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
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}
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// 升级边必须优先于未发现层内部计时边
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[Test]
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public void UpgradeEdge_BeatsUnawareInternalDwellEdge()
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{
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var ctx = new Ctx();
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var rt = Build(ctx, new AlternatingIdlePatrol(idleDwell: 1f, patrolDwell: 1f));
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Assert.AreEqual(AlternatingIdlePatrol.Idle, rt.CurrentStateName);
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ctx.S.Chase = true;
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rt.Tick(5f); // 计时早已到点,但追击边优先
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
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}
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// ── 警觉 ──────────────────────────────────────────────────────────
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[Test]
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public void Alert_ToEngagement_WhenEnteringChaseZone()
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{
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var ctx = new Ctx();
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var rt = Build(ctx);
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ctx.S.Vision = true; rt.Tick(0.1f);
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Assert.AreEqual(PerceptionSkeleton.Alert, rt.CurrentStateName);
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ctx.S.Chase = true; rt.Tick(0.1f);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
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}
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[Test]
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public void Alert_ToRest_WhenLeavingVision()
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{
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var ctx = new Ctx();
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var rt = Build(ctx);
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ctx.S.Vision = true; rt.Tick(0.1f);
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ctx.S.Vision = false; rt.Tick(0.1f);
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Assert.AreEqual(SinglePost.Post, rt.CurrentStateName);
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}
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[Test]
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public void Alert_FacesLastKnown()
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{
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var ctx = new Ctx();
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ctx.S.Last = new UnityEngine.Vector2(7f, 2f);
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var rt = Build(ctx);
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ctx.S.Vision = true; rt.Tick(0.1f);
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Assert.AreEqual(new UnityEngine.Vector2(7f, 2f), ctx.L.FacedAt);
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}
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// ── 降级:追击后永不回警觉 ─────────────────────────────────────────
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[Test]
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public void AfterEngagement_GoesToRest_NeverBackToAlert()
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{
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var ctx = new Ctx();
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var rt = Build(ctx);
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ctx.S.Chase = true; rt.Tick(0.1f);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
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ctx.S.Chase = false; ctx.S.Vision = false; rt.Tick(0.1f);
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Assert.AreEqual(SinglePost.Post, rt.CurrentStateName); // 不是 Alert
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}
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// ── 死亡 ──────────────────────────────────────────────────────────
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[Test]
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public void Died_TransitionsToDeath_FromAnyState()
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{
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var ctx = new Ctx();
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var rt = Build(ctx);
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ctx.S.Chase = true; rt.Tick(0.1f);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual(PerceptionSkeleton.Death, rt.CurrentStateName);
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}
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// 真实死亡路径:PerformDeath 先 ForceState(Dead) 再发 Died,
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// 所以信号被处理时 IsControllable 已为假。事件边必须仍能通过。
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[Test]
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public void Died_WorksEvenWhenNotControllable()
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{
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var ctx = new Ctx();
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var rt = Build(ctx);
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ctx.V.Controllable = false; // 已是 Dead 物理态
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual(PerceptionSkeleton.Death, rt.CurrentStateName);
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}
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[Test]
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public void Death_IsTerminal_NoConditionEdgesEvaluatedAfterwards()
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{
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var ctx = new Ctx();
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var rt = Build(ctx);
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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ctx.V.Controllable = false; // 死后不可控
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ctx.S.Chase = true; // 即便玩家又进追逐区
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for (int i = 0; i < 10; i++) rt.Tick(0.1f);
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Assert.AreEqual(PerceptionSkeleton.Death, rt.CurrentStateName); // 也不复活
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}
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// ── 校验 ──────────────────────────────────────────────────────────
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sealed class BadUnaware : IUnawareModule
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{
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public string Entry => "X";
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public string Rest => "NotInStates";
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public IReadOnlyList<string> States => new[] { "X" };
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public void Declare(BrainBuilder b) => AiStateFragments.Locomotion(b, "X", LocomotionMode.Idle);
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public void Link(BrainBuilder b) { }
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}
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sealed class UndeclaredUnaware : IUnawareModule
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{
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public string Entry => "Y";
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public string Rest => "Y";
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public IReadOnlyList<string> States => new[] { "Y" };
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public void Declare(BrainBuilder b) { } // 忘了声明行为
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public void Link(BrainBuilder b) { }
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}
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[Test]
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public void Throws_WhenRestNotInStates()
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{
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var b = new BrainBuilder();
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Assert.Throws<System.InvalidOperationException>(() => PerceptionSkeleton.Add(
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b, new BadUnaware(), new RushEngagement("rush")));
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}
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[Test]
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public void Throws_WhenUnawareStateNotDeclared()
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{
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var b = new BrainBuilder();
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Assert.Throws<System.InvalidOperationException>(() => PerceptionSkeleton.Add(
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b, new UndeclaredUnaware(), new RushEngagement("rush")));
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}
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[Test]
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public void Throws_WhenModuleIsNull()
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{
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var b = new BrainBuilder();
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Assert.Throws<System.ArgumentNullException>(() => PerceptionSkeleton.Add(
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b, null, new RushEngagement("rush")));
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}
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}
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}
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleVariant:
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@@ -0,0 +1,83 @@
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using System;
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using System.Collections.Generic;
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using BaseGames.AI;
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namespace BaseGames.Enemies
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{
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/// <summary>
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/// 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。
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/// 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。
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///
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/// 规则:
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/// 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。
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/// 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)。
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/// 交战: 脱战条件由交战模块自定,脱战一律回 Rest —— 永不回警觉。
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/// 死亡: 全局事件边,优先级最高,且不受 IsControllable 门阻挡。
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///
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/// 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
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/// (EnemyBase.PerformDeath 切终态/关碰撞/播死亡动画/归还池;EnemyDeathSequence 做
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/// 死亡前摇演出并可经动画事件生成小怪)。且 PerformDeath 先 ForceState(Dead) 再发
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/// Died 信号,此后 IsControllable 永久为假、AiRuntime 不再求值任何条件边,
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/// 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。
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///
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/// 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
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/// 再调 b.Entry("自己的态") 覆盖即可。
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/// </summary>
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public static class PerceptionSkeleton
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{
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public const string Alert = "Alert";
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public const string Death = "Death";
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static readonly Func<IAiContext, bool> HasAlertAndInVision =
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x => x is IEnemyActor a && a.HasAlertState && x.Sensor.InVisionZone();
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static readonly Func<IAiContext, bool> LeftVision = x => !x.Sensor.InVisionZone();
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public static void Add(BrainBuilder b,
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IUnawareModule unaware,
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IEngagementModule engagement)
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{
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if (b == null) throw new ArgumentNullException(nameof(b));
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if (unaware == null) throw new ArgumentNullException(nameof(unaware));
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if (engagement == null) throw new ArgumentNullException(nameof(engagement));
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// 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)
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unaware.Declare(b);
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engagement.Build(b, unaware.Rest);
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AiStateFragments.Terminal(b, Death);
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var states = unaware.States;
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if (states == null || states.Count == 0)
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throw new InvalidOperationException($"{unaware.GetType().Name}: States 不能为空。");
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for (int i = 0; i < states.Count; i++)
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b.RequireState(states[i]); // Declare 漏声明的态在此暴露
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if (!Contains(states, unaware.Rest))
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throw new InvalidOperationException(
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$"{unaware.GetType().Name}: Rest='{unaware.Rest}' 必须属于 States。");
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b.Entry(unaware.Entry);
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b.Global().To(Death).OnEvent(AiSignal.Died);
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// 2) 升级边先挂——AiRuntime 按声明顺序评估条件边,升级必须优先于
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// 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。
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for (int i = 0; i < states.Count; i++)
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b.State(states[i])
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.To(engagement.EntryState).When(engagement.CanEngage, engagement.EngageLabel)
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.To(Alert).When(HasAlertAndInVision, "InVision+HasAlert");
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AiStateFragments.Locomotion(b, Alert, LocomotionMode.Face)
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.To(engagement.EntryState).When(engagement.CanEngage, engagement.EngageLabel)
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.To(unaware.Rest).When(LeftVision, "leftVision");
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// 3) 未发现层内部边最后挂,优先级低于升级边
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unaware.Link(b);
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}
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static bool Contains(IReadOnlyList<string> list, string value)
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{
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for (int i = 0; i < list.Count; i++)
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if (list[i] == value) return true;
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return false;
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}
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}
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}
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fileFormatVersion: 2
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guid: 105259e9e0091134fb5afb8c0648ef45
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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