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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