using NUnit.Framework;
using BaseGames.AI;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.AI
{
///
/// Build() 必须挡住「非终态却没有出口」的状态。
///
/// 既有校验只做正向——边指向的态是否已声明(RequireState 的同款关切);
/// 反向从不检查。一个已声明却没有任何出边的非终态会让敌人永久停在那里,
/// 且全程零报错,与 RequireState 要防的静默失败是同一类,只是方向相反。
///
public class BrainBuilderDeadEndTests
{
[Test]
public void Build_NonTerminalStateWithNoOutgoing_Throws()
{
var b = new BrainBuilder();
b.Entry("A");
b.DeclareState("A").To("B").When(c => true, "go");
b.DeclareState("B"); // 忘了挂出边
var ex = Assert.Throws(() => b.Build());
StringAssert.Contains("B", ex.Message, "报错必须点名是哪个态,否则大图里无从查起");
}
[Test]
public void Build_TerminalState_IsAllowedToHaveNoOutgoing()
{
var b = new BrainBuilder();
b.Entry("A");
b.DeclareState("A").To("Dead").When(c => true, "die");
b.DeclareState("Dead").Terminal();
Assert.DoesNotThrow(() => b.Build());
}
[Test]
public void Build_StateWithOnlySelfTransition_Throws()
{
// 自转换在 AiRuntime.Switch 里是 no-op(Target == 当前态直接 return false),
// 出不去——等同于没有出边,不能算作出口。
var b = new BrainBuilder();
b.Entry("A");
b.DeclareState("A").To("B").When(c => true, "go");
b.DeclareState("B").To("B").When(c => true, "self");
var ex = Assert.Throws(() => b.Build());
StringAssert.Contains("B", ex.Message);
}
[Test]
public void Build_GlobalTransition_DoesNotCountAsOutgoing()
{
// 全局事件边要外部推信号才触发,不是自主出口;把它算作出口,
// 等于让「只有死了才出得去」的死角通过校验——那正是要暴露的东西。
var b = new BrainBuilder();
b.Entry("A");
b.DeclareState("A").To("B").When(c => true, "go");
b.DeclareState("B");
b.DeclareState("Dead").Terminal();
b.Global().To("Dead").OnEvent(AiSignal.Died);
Assert.Throws(() => b.Build());
}
[Test]
public void AiStateFragments_Terminal_MarksStateAsTerminal()
{
// 生产入口:骨架与 Boss 图都经这个片段声明死亡终态,
// 它必须自带标记,否则每个图都要额外记得手动标一次。
var b = new BrainBuilder();
b.Entry("A");
b.DeclareState("A").To("Death").When(c => true, "die");
AiStateFragments.Terminal(b, "Death");
Assert.DoesNotThrow(() => b.Build());
}
}
}