feat(ai): AiRuntime 事件转换(push,不受门限制)+trace触发原因+池复用测试

This commit is contained in:
2026-07-03 14:23:28 +08:00
parent 5ad26b16e8
commit d01df7b5f0
2 changed files with 82 additions and 2 deletions
@@ -111,5 +111,53 @@ namespace BaseGames.Tests.EditMode.AI
var rt = new AiRuntime(b.Build(), ctx);
CollectionAssert.Contains(ctx.M.Calls, "LookAround");
}
[Test]
public void EventTransition_FiresOnSignal_EvenBeforeTick()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
rt.Send(AiSignal.Died);
rt.Tick(0.1f);
Assert.AreEqual("Dead", rt.CurrentStateName);
}
[Test]
public void EventTransition_FiresEvenWhenNotControllable()
{
// 死亡等事件不受让位门限制(门只挡决策推进/条件评估,不挡事件)
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.V.Controllable = false;
rt.Send(AiSignal.Died);
rt.Tick(0.1f);
Assert.AreEqual("Dead", rt.CurrentStateName);
}
[Test]
public void Trace_RecordsTriggerReason()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true;
rt.Tick(0.1f);
Assert.AreEqual(1, rt.Trace.Count);
Assert.AreEqual("Patrol", rt.Trace[0].From);
Assert.AreEqual("Chase", rt.Trace[0].To);
StringAssert.Contains("SeesPlayer", rt.Trace[0].Trigger);
}
[Test]
public void Reset_ReturnsToEntryAndClearsState()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true; rt.Tick(0.1f); // -> Chase
ctx.BB.Set("scratch", 42);
rt.Reset();
Assert.AreEqual("Patrol", rt.CurrentStateName);
Assert.IsEmpty(rt.Trace);
Assert.IsFalse(ctx.BB.Has("scratch"));
}
}
}
+34 -2
View File
@@ -44,9 +44,20 @@ namespace BaseGames.AI
internal static float TimeInState(IAiContext ctx)
=> _byContext.TryGetValue(ctx, out var rt) ? rt._timeInState : 0f;
/// <summary>推送一个信号,用于事件驱动转换(push)。</summary>
public void Send(AiSignal signal) => _pending.Enqueue(signal);
public void Tick(float dt)
{
// IsControllable 让位门:受击/硬直/击飞时挂起,不推进决策也不跑 Tick。
// 1) 事件转换:push,最高优先,且不受 IsControllable 门限制
while (_pending.Count > 0)
{
var sig = _pending.Dequeue();
if (TryEventTransition(sig))
return; // 事件触发转换后本帧结束
}
// 2) 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;
@@ -54,6 +65,7 @@ namespace BaseGames.AI
}
IsSuspended = false;
// 3) 条件转换
_timeInState += dt;
if (TryTransition())
@@ -64,7 +76,7 @@ namespace BaseGames.AI
bool TryTransition()
{
// 全局/父层转换优先(本任务只评估条件型;事件型 Task 6 处理)
// 全局/父层转换优先(只评估条件型;事件型 TryEventTransition 处理)
var globals = _graph.GlobalTransitions;
for (int i = 0; i < globals.Count; i++)
{
@@ -84,6 +96,26 @@ namespace BaseGames.AI
return false;
}
bool TryEventTransition(AiSignal sig)
{
var globals = _graph.GlobalTransitions;
for (int i = 0; i < globals.Count; i++)
{
var t = globals[i];
if (t.IsEvent && t.Event.Value == sig)
return Switch(t);
}
var locals = _current.Transitions;
for (int i = 0; i < locals.Count; i++)
{
var t = locals[i];
if (t.IsEvent && t.Event.Value == sig)
return Switch(t);
}
return false;
}
bool Switch(Transition t)
{
var from = _current.Name;