feat(ai): AiRuntime 条件转换+IsControllable让位门+状态计时+trace+Reset
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using NUnit.Framework;
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using BaseGames.AI;
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namespace BaseGames.Tests.EditMode.AI
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{
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public class AiRuntimeTests
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{
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static AiGraph Graph()
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{
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var b = new BrainBuilder();
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b.Entry("Patrol");
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b.Global().To("Dead").OnEvent(AiSignal.Died);
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b.State("Patrol")
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.Tick(c => c.Mover.WalkRandom())
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.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
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b.State("Chase")
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.OnEnter(c => c.Mover.FacePlayer())
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.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))
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.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
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b.State("Search")
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.To("Patrol").After(3f);
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b.State("Dead");
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return b.Build();
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}
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[Test]
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public void StartsAtEntry()
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{
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var rt = new AiRuntime(Graph(), new FakeAiContext());
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Assert.AreEqual("Patrol", rt.CurrentStateName);
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}
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[Test]
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public void Tick_RunsCurrentStateTickAction()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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rt.Tick(0.1f);
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CollectionAssert.Contains(ctx.M.Calls, "WalkRandom");
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}
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[Test]
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public void ConditionTransition_FiresAndRunsEnterExit()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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CollectionAssert.Contains(ctx.M.Calls, "FacePlayer"); // Chase.OnEnter
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}
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[Test]
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public void Gate_SuspendsDecisionWhenNotControllable()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true;
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ctx.V.Controllable = false; // 受击中
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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName); // 未转换
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Assert.IsTrue(rt.IsSuspended);
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CollectionAssert.DoesNotContain(ctx.M.Calls, "WalkRandom"); // Tick 也不跑
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}
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[Test]
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public void Gate_ResumesAndReevaluatesWhenControllable()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true;
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ctx.V.Controllable = false;
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rt.Tick(0.1f);
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ctx.V.Controllable = true; // 恢复
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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[Test]
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public void After_UsesStateTimer()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true; rt.Tick(0.1f); // -> Chase
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ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f); // -> Search
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Assert.AreEqual("Search", rt.CurrentStateName);
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rt.Tick(1f); rt.Tick(1f);
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Assert.AreEqual("Search", rt.CurrentStateName); // 未满 3s
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rt.Tick(1.5f);
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Assert.AreEqual("Patrol", rt.CurrentStateName); // 累计 >3s
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}
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}
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}
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@@ -0,0 +1,57 @@
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.AI;
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namespace BaseGames.Tests.EditMode.AI
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{
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public sealed class FakeSensor : ISensor
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{
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public bool Sees; public float LostForValue; public Vector2 Last;
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public bool SeesPlayer() => Sees;
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public bool InRange(float range) => Sees; // 简化:可见即在范围
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public bool LostFor(float seconds) => LostForValue >= seconds;
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public Vector2 LastKnown => Last;
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}
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public sealed class FakeMover : IMover
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{
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public List<string> Calls = new List<string>();
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public void MoveTo(Vector2 t) => Calls.Add("MoveTo");
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public void FacePlayer() => Calls.Add("FacePlayer");
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public void Stop() => Calls.Add("Stop");
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public void WalkRandom() => Calls.Add("WalkRandom");
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public void LookAround() => Calls.Add("LookAround");
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}
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public sealed class FakeCombat : ICombatant
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{
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public string Running; public List<string> Used = new List<string>();
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public bool UseAbility(string id) { Used.Add(id); Running = id; return true; }
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public bool IsAbilityRunning(string id = null) => id == null ? Running != null : Running == id;
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public bool NoAbilityRunning => Running == null;
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public bool CanUseAbility(string id) => true;
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}
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public sealed class FakeVitals : IActorVitals
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{
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public bool Alive = true; public bool Controllable = true; public float Hp = 1f;
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public bool IsAlive => Alive;
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public bool IsControllable => Controllable;
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public float HpPercent => Hp;
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public bool HpBelow(float ratio) => Hp < ratio;
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}
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public sealed class FakeAiContext : IAiContext
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{
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public FakeSensor S = new FakeSensor();
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public FakeMover M = new FakeMover();
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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 ISensor Sensor => S;
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public IMover Mover => M;
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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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}
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}
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@@ -0,0 +1,11 @@
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