feat(ai): AiRuntime 条件转换+IsControllable让位门+状态计时+trace+Reset

This commit is contained in:
2026-07-03 14:13:36 +08:00
parent 0253fd15ca
commit cdd1053bec
8 changed files with 302 additions and 3 deletions
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using NUnit.Framework;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public class AiRuntimeTests
{
static AiGraph Graph()
{
var b = new BrainBuilder();
b.Entry("Patrol");
b.Global().To("Dead").OnEvent(AiSignal.Died);
b.State("Patrol")
.Tick(c => c.Mover.WalkRandom())
.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
b.State("Chase")
.OnEnter(c => c.Mover.FacePlayer())
.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))
.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
b.State("Search")
.To("Patrol").After(3f);
b.State("Dead");
return b.Build();
}
[Test]
public void StartsAtEntry()
{
var rt = new AiRuntime(Graph(), new FakeAiContext());
Assert.AreEqual("Patrol", rt.CurrentStateName);
}
[Test]
public void Tick_RunsCurrentStateTickAction()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
rt.Tick(0.1f);
CollectionAssert.Contains(ctx.M.Calls, "WalkRandom");
}
[Test]
public void ConditionTransition_FiresAndRunsEnterExit()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true;
rt.Tick(0.1f);
Assert.AreEqual("Chase", rt.CurrentStateName);
CollectionAssert.Contains(ctx.M.Calls, "FacePlayer"); // Chase.OnEnter
}
[Test]
public void Gate_SuspendsDecisionWhenNotControllable()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true;
ctx.V.Controllable = false; // 受击中
rt.Tick(0.1f);
Assert.AreEqual("Patrol", rt.CurrentStateName); // 未转换
Assert.IsTrue(rt.IsSuspended);
CollectionAssert.DoesNotContain(ctx.M.Calls, "WalkRandom"); // Tick 也不跑
}
[Test]
public void Gate_ResumesAndReevaluatesWhenControllable()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true;
ctx.V.Controllable = false;
rt.Tick(0.1f);
ctx.V.Controllable = true; // 恢复
rt.Tick(0.1f);
Assert.AreEqual("Chase", rt.CurrentStateName);
}
[Test]
public void After_UsesStateTimer()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true; rt.Tick(0.1f); // -> Chase
ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f); // -> Search
Assert.AreEqual("Search", rt.CurrentStateName);
rt.Tick(1f); rt.Tick(1f);
Assert.AreEqual("Search", rt.CurrentStateName); // 未满 3s
rt.Tick(1.5f);
Assert.AreEqual("Patrol", rt.CurrentStateName); // 累计 >3s
}
}
}
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using System.Collections.Generic;
using UnityEngine;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public sealed class FakeSensor : ISensor
{
public bool Sees; public float LostForValue; public Vector2 Last;
public bool SeesPlayer() => Sees;
public bool InRange(float range) => Sees; // 简化:可见即在范围
public bool LostFor(float seconds) => LostForValue >= seconds;
public Vector2 LastKnown => Last;
}
public sealed class FakeMover : IMover
{
public List<string> Calls = new List<string>();
public void MoveTo(Vector2 t) => Calls.Add("MoveTo");
public void FacePlayer() => Calls.Add("FacePlayer");
public void Stop() => Calls.Add("Stop");
public void WalkRandom() => Calls.Add("WalkRandom");
public void LookAround() => Calls.Add("LookAround");
}
public sealed class FakeCombat : ICombatant
{
public string Running; public List<string> Used = new List<string>();
public bool UseAbility(string id) { Used.Add(id); Running = id; return true; }
public bool IsAbilityRunning(string id = null) => id == null ? Running != null : Running == id;
public bool NoAbilityRunning => Running == null;
public bool CanUseAbility(string id) => true;
}
public sealed class FakeVitals : IActorVitals
{
public bool Alive = true; public bool Controllable = true; public float Hp = 1f;
public bool IsAlive => Alive;
public bool IsControllable => Controllable;
public float HpPercent => Hp;
public bool HpBelow(float ratio) => Hp < ratio;
}
public sealed class FakeAiContext : IAiContext
{
public FakeSensor S = new FakeSensor();
public FakeMover M = new FakeMover();
public FakeCombat C = new FakeCombat();
public FakeVitals V = new FakeVitals();
public Blackboard BB = new Blackboard();
public ISensor Sensor => S;
public IMover Mover => M;
public ICombatant Combat => C;
public IActorVitals Vitals => V;
public Blackboard Blackboard => BB;
}
}
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using System.Collections.Generic;
namespace BaseGames.AI
{
/// <summary>
/// 每敌人实例一份的轻量执行器。持有当前状态、状态计时器、trace。
/// 共享的 AiGraph 不持有任何实例态。
/// </summary>
public sealed class AiRuntime
{
readonly AiGraph _graph;
readonly IAiContext _ctx;
AiState _current;
float _timeInState;
readonly Queue<AiSignal> _pending = new Queue<AiSignal>();
readonly List<TransitionRecord> _trace = new List<TransitionRecord>();
const int TraceCap = 16;
public AiRuntime(AiGraph graph, IAiContext ctx)
{
_graph = graph;
_ctx = ctx;
EnterInitial();
}
public string CurrentStateName => _current.Name;
public bool IsSuspended { get; private set; }
public IReadOnlyList<TransitionRecord> Trace => _trace;
public float TimeInStateValue => _timeInState;
void EnterInitial()
{
_current = _graph.GetState(_graph.EntryState);
_timeInState = 0f;
_current.OnEnter?.Invoke(_ctx);
}
/// <summary>供 BrainBuilder.After() 通过 context 读取当前 runtime 的状态计时器。</summary>
static readonly System.Runtime.CompilerServices.ConditionalWeakTable<IAiContext, AiRuntime> _byContext
= new System.Runtime.CompilerServices.ConditionalWeakTable<IAiContext, AiRuntime>();
internal static float TimeInState(IAiContext ctx)
=> _byContext.TryGetValue(ctx, out var rt) ? rt._timeInState : 0f;
public void Tick(float dt)
{
_byContext.Remove(_ctx);
_byContext.Add(_ctx, this);
// IsControllable 让位门:受击/硬直/击飞时挂起,不推进决策也不跑 Tick。
if (!_ctx.Vitals.IsControllable)
{
IsSuspended = true;
return;
}
IsSuspended = false;
_timeInState += dt;
if (TryTransition())
return; // 本帧发生转换,新状态下一帧再 Tick
_current.OnTick?.Invoke(_ctx, dt);
}
bool TryTransition()
{
// 全局/父层转换优先(本任务只评估条件型;事件型在 Task 6 处理)
foreach (var t in _graph.GlobalTransitions)
if (!t.IsEvent && t.Condition(_ctx))
return Switch(t);
foreach (var t in _current.Transitions)
if (!t.IsEvent && t.Condition(_ctx))
return Switch(t);
return false;
}
bool Switch(Transition t)
{
var from = _current.Name;
_current.OnExit?.Invoke(_ctx);
_current = _graph.GetState(t.Target);
_timeInState = 0f;
RecordTrace(new TransitionRecord(from, t.Target, t.Label));
_current.OnEnter?.Invoke(_ctx);
return true;
}
void RecordTrace(TransitionRecord r)
{
_trace.Add(r);
if (_trace.Count > TraceCap) _trace.RemoveAt(0);
}
/// <summary>对象池复用时重置到初始态,清空所有实例态。</summary>
public void Reset()
{
_pending.Clear();
_trace.Clear();
_ctx.Blackboard.Clear();
IsSuspended = false;
EnterInitial();
}
}
}
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@@ -89,11 +89,12 @@ namespace BaseGames.AI
return _stateBuilder;
}
/// <summary>在本状态停留 seconds 秒后转换(读 runtime 的状态计时器)。Task 5 回填实现。</summary>
/// <summary>在本状态停留 seconds 秒后转换(读 runtime 的状态计时器)。</summary>
public StateBuilder After(float seconds)
{
// 依赖 AiRuntime.TimeInStateTask 5 定义)。本任务先临时抛异常以通过编译,Task 5 回填正式实现。
throw new NotImplementedException("After 将在 Task 5 回填(依赖 AiRuntime 状态计时器)。");
_state.AddTransition(Transition.OnCondition(
_target, c => AiRuntime.TimeInState(c) >= seconds, $"after {seconds}s"));
return _stateBuilder;
}
}