using System.Collections.Generic; using UnityEngine; using NUnit.Framework; using BaseGames.AI; using BaseGames.Enemies; namespace BaseGames.Tests.EditMode.AI { /// /// PerceptionStateMachine 全感知↔状态矩阵测试(spec《敌人感知↔状态》): /// 待机/巡逻(未发现) → 追击(优先)/警觉(次);警觉 → 追击/降级R/保持; /// 追击 → 脱离全部感知才降级R(永不回警觉);死亡=全局事件。 /// 覆盖 HasAlert 分支、locomotion 意图、追击能力触发/中断、de-escalation。 /// public class PerceptionStateMachineTests { // 实现 IAiContext + IEnemyActor(HasAlertState 可配),复用 FakeAiContext.cs 的子 fake。 sealed class Ctx : IAiContext, IEnemyActor { public FakeSensor S = new FakeSensor(); public FakeLocomotion L = new FakeLocomotion(); public FakeCombat C = new FakeCombat(); public FakeVitals V = new FakeVitals(); public Blackboard BB = new Blackboard(); public bool HasAlert = true; public ISensor Sensor => S; public IEnemyLocomotion Locomotion => L; public ICombatant Combat => C; public IActorVitals Vitals => V; public Blackboard Blackboard => BB; public bool HasAlertState => HasAlert; } static AiGraph Graph(string entry = "Idle") { var b = new BrainBuilder(); PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config { Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death", Entry = entry, Rest = "Patrol", IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face, ChaseAbilityId = "chase", }); return b.Build(); } // PatrolBetweenChases 变体:冲刺打完→巡逻(CD),冷却结束仍在追逐区→再冲刺。 static AiGraph GraphCD() { var b = new BrainBuilder(); PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config { Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death", Entry = "Idle", Rest = "Patrol", IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face, ChaseAbilityId = "chase", PatrolBetweenChases = true, }); return b.Build(); } // ── 入口 / 待机 ─────────────────────────────────────────────────── [Test] public void Entry_IsIdle_WithIdleLocomotion() { var ctx = new Ctx(); var rt = new AiRuntime(Graph(), ctx); Assert.AreEqual("Idle", rt.CurrentStateName); Assert.AreEqual(LocomotionMode.Idle, ctx.L.CurrentMode); } [Test] public void Idle_Stays_WhenNoPerception() { var ctx = new Ctx(); var rt = new AiRuntime(Graph(), ctx); rt.Tick(0.1f); Assert.AreEqual("Idle", rt.CurrentStateName); } [Test] public void Idle_ToChase_WhenInChaseZone() { var ctx = new Ctx(); var rt = new AiRuntime(Graph(), ctx); ctx.S.Chase = true; rt.Tick(0.1f); Assert.AreEqual("Chase", rt.CurrentStateName); } [Test] public void Idle_ToAlert_WhenInVision_AndHasAlert() { var ctx = new Ctx { HasAlert = true }; var rt = new AiRuntime(Graph(), ctx); ctx.S.Vision = true; rt.Tick(0.1f); Assert.AreEqual("Alert", rt.CurrentStateName); } [Test] public void Idle_StaysIdle_WhenInVision_ButNoAlertState() { var ctx = new Ctx { HasAlert = false }; // 无警觉态 → 不进警觉 var rt = new AiRuntime(Graph(), ctx); ctx.S.Vision = true; rt.Tick(0.1f); Assert.AreEqual("Idle", rt.CurrentStateName); } [Test] public void Idle_ChaseBeatsAlert_WhenBothZones() { var ctx = new Ctx { HasAlert = true }; var rt = new AiRuntime(Graph(), ctx); ctx.S.Chase = true; ctx.S.Vision = true; // 两者都满足 → 追击优先 rt.Tick(0.1f); Assert.AreEqual("Chase", rt.CurrentStateName); } // ── 巡逻(entry=Patrol):与待机同规则 ───────────────────────────── [Test] public void Patrol_ToChase_WhenInChaseZone() { var ctx = new Ctx(); var rt = new AiRuntime(Graph("Patrol"), ctx); Assert.AreEqual("Patrol", rt.CurrentStateName); Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode); ctx.S.Chase = true; rt.Tick(0.1f); Assert.AreEqual("Chase", rt.CurrentStateName); } [Test] public void Patrol_ToAlert_WhenInVision_AndHasAlert() { var ctx = new Ctx { HasAlert = true }; var rt = new AiRuntime(Graph("Patrol"), ctx); ctx.S.Vision = true; rt.Tick(0.1f); Assert.AreEqual("Alert", rt.CurrentStateName); } // ── 警觉 ────────────────────────────────────────────────────────── Ctx InAlert(out AiRuntime rt) { var ctx = new Ctx { HasAlert = true }; rt = new AiRuntime(Graph(), ctx); ctx.S.Vision = true; // Idle → Alert rt.Tick(0.1f); Assert.AreEqual("Alert", rt.CurrentStateName); return ctx; } [Test] public void Alert_AppliesFaceLocomotion() { var ctx = InAlert(out var rt); Assert.AreEqual(LocomotionMode.Face, ctx.L.CurrentMode); CollectionAssert.Contains(ctx.L.Calls, "Face"); } [Test] public void Alert_ToChase_WhenInChaseZone() { var ctx = InAlert(out var rt); ctx.S.Chase = true; rt.Tick(0.1f); Assert.AreEqual("Chase", rt.CurrentStateName); } [Test] public void Alert_ToRest_WhenLeftVision() { var ctx = InAlert(out var rt); ctx.S.Vision = false; // 脱离视野 → 降级 R(=Patrol) rt.Tick(0.1f); Assert.AreEqual("Patrol", rt.CurrentStateName); } [Test] public void Alert_Stays_WhenStillInVision() { var ctx = InAlert(out var rt); ctx.S.Vision = true; ctx.S.Chase = false; rt.Tick(0.1f); Assert.AreEqual("Alert", rt.CurrentStateName); } // ── 追击 ────────────────────────────────────────────────────────── Ctx InChase(out AiRuntime rt) { var ctx = new Ctx(); rt = new AiRuntime(Graph(), ctx); ctx.S.Chase = true; // Idle → Chase rt.Tick(0.1f); Assert.AreEqual("Chase", rt.CurrentStateName); return ctx; } [Test] public void Chase_TriggersAbility_NotLocomotion() { var ctx = InChase(out var rt); CollectionAssert.Contains(ctx.C.Used, "chase"); // 触发追击能力 // 进 Chase 后不应再有 locomotion 意图声明(追击移动归能力) int lastStop = ctx.L.Calls.FindLastIndex(s => s == "Stop"); var afterEnter = ctx.L.Calls.GetRange(lastStop + 1, ctx.L.Calls.Count - lastStop - 1); CollectionAssert.IsEmpty(afterEnter); } [Test] public void Chase_ToRest_WhenLeftAllZones() { var ctx = InChase(out var rt); ctx.S.Chase = false; ctx.S.Vision = false; // 追逐区且视野区都不在 → R rt.Tick(0.1f); Assert.AreEqual("Patrol", rt.CurrentStateName); } [Test] public void Chase_Stays_WhenInChaseZoneOnly() { var ctx = InChase(out var rt); ctx.S.Chase = true; ctx.S.Vision = false; // 视野被墙挡漏检,但仍在追逐区 rt.Tick(0.1f); Assert.AreEqual("Chase", rt.CurrentStateName); } [Test] public void Chase_Stays_WhenInVisionZoneOnly() { var ctx = InChase(out var rt); ctx.S.Chase = false; ctx.S.Vision = true; // 出追逐区但仍在视野 → 不降级 rt.Tick(0.1f); Assert.AreEqual("Chase", rt.CurrentStateName); } [Test] public void Chase_NeverGoesToAlert() { // 追击中即便"在视野且有警觉态",也绝不回警觉——只在脱离全部感知时降级 R。 var ctx = InChase(out var rt); ctx.HasAlert = true; ctx.S.Chase = false; ctx.S.Vision = true; rt.Tick(0.1f); Assert.AreEqual("Chase", rt.CurrentStateName); // 不是 Alert Assert.AreNotEqual("Alert", rt.CurrentStateName); } [Test] public void Chase_OnExit_InterruptsAbility() { var ctx = InChase(out var rt); Assert.AreEqual("chase", ctx.C.Running); // 追击能力运行中 ctx.S.Chase = false; ctx.S.Vision = false; rt.Tick(0.1f); // Chase → R,OnExit 中断能力 Assert.IsNull(ctx.C.Running); } [Test] public void RestIsPatrol_AfterChaseDeescalation() { var ctx = InChase(out var rt); ctx.S.Chase = false; ctx.S.Vision = false; rt.Tick(0.1f); Assert.AreEqual("Patrol", rt.CurrentStateName); // R = Patrol Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode); // 落地即巡逻移动意图 } // ── ApproachAttack 交战风格 ─────────────────────────────────────── static AiGraph GraphApproach(string entry = "Idle") { var b = new BrainBuilder(); PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config { Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Death = "Death", Entry = entry, Rest = "Patrol", IdleMode = LocomotionMode.Idle, PatrolMode = LocomotionMode.Patrol, AlertMode = LocomotionMode.Face, Engagement = PerceptionStateMachine.EngagementStyle.ApproachAttack, ApproachState = "Approach", AttackState = "Attack", }); return b.Build(); } [Test] public void Approach_EnteredFromChaseZone_UsesPursue() { var ctx = new Ctx(); var rt = new AiRuntime(GraphApproach(), ctx); ctx.S.Chase = true; rt.Tick(0.1f); Assert.AreEqual("Approach", rt.CurrentStateName); CollectionAssert.Contains(ctx.L.Calls, "Pursue"); } [Test] public void Approach_ToAttack_WhenEligibleAttack() { var ctx = new Ctx(); var rt = new AiRuntime(GraphApproach(), ctx); ctx.S.Chase = true; rt.Tick(0.1f); ctx.C.Eligible = true; rt.Tick(0.1f); Assert.AreEqual("Attack", rt.CurrentStateName); CollectionAssert.Contains(ctx.C.Used, "best"); } [Test] public void Attack_StopsLocomotion_OnEnter() { var ctx = new Ctx(); var rt = new AiRuntime(GraphApproach(), ctx); ctx.S.Chase = true; rt.Tick(0.1f); ctx.C.Eligible = true; rt.Tick(0.1f); CollectionAssert.Contains(ctx.L.Calls, "Stop"); } [Test] public void Attack_ToApproach_WhenAttackDone() { var ctx = new Ctx(); var rt = new AiRuntime(GraphApproach(), ctx); ctx.S.Chase = true; rt.Tick(0.1f); ctx.C.Eligible = true; rt.Tick(0.1f); Assert.AreEqual("Attack", rt.CurrentStateName); ctx.C.Running = null; rt.Tick(0.1f); Assert.AreEqual("Approach", rt.CurrentStateName); } [Test] public void Approach_ToRest_WhenLeftAllZones() { var ctx = new Ctx(); var rt = new AiRuntime(GraphApproach(), ctx); ctx.S.Chase = true; rt.Tick(0.1f); ctx.S.Chase = false; ctx.S.Vision = false; rt.Tick(0.1f); Assert.AreEqual("Patrol", rt.CurrentStateName); } [Test] public void ApproachAttack_Death_IsGlobal() { var ctx = new Ctx(); var rt = new AiRuntime(GraphApproach(), ctx); ctx.S.Chase = true; rt.Tick(0.1f); rt.Send(AiSignal.Died); rt.Tick(0.1f); Assert.AreEqual("Death", rt.CurrentStateName); } // 进 Attack 后玩家脱离全部感知区:攻击仍在跑 → 不回 Approach,改判 leftAllZones → Rest(Patrol)。 [Test] public void Attack_ToRest_WhenLeftAllZones() { var ctx = new Ctx(); var rt = new AiRuntime(GraphApproach(), ctx); ctx.S.Chase = true; rt.Tick(0.1f); // → Approach ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack, Running="best" Assert.AreEqual("Attack", rt.CurrentStateName); ctx.S.Chase = false; ctx.S.Vision = false; // 攻击仍 running,但脱离全部感知 rt.Tick(0.1f); Assert.AreEqual("Patrol", rt.CurrentStateName); } // 死亡是全局事件,从 Attack 态也能达 Death。 [Test] public void ApproachAttack_Death_FromAttack() { var ctx = new Ctx(); var rt = new AiRuntime(GraphApproach(), ctx); ctx.S.Chase = true; rt.Tick(0.1f); // → Approach ctx.C.Eligible = true; rt.Tick(0.1f); // → Attack Assert.AreEqual("Attack", rt.CurrentStateName); rt.Send(AiSignal.Died); rt.Tick(0.1f); Assert.AreEqual("Death", rt.CurrentStateName); } // ── 死亡(全局事件,任意态可达)─────────────────────────────────── [Test] public void Death_OnDiedSignal_FromIdle() { var ctx = new Ctx(); var rt = new AiRuntime(Graph(), ctx); rt.Send(AiSignal.Died); rt.Tick(0.1f); Assert.AreEqual("Death", rt.CurrentStateName); } [Test] public void Death_OnDiedSignal_FromChase() { var ctx = InChase(out var rt); rt.Send(AiSignal.Died); rt.Tick(0.1f); Assert.AreEqual("Death", rt.CurrentStateName); } [Test] public void Death_IsTerminal_NoTransitionOut() { var ctx = new Ctx(); var rt = new AiRuntime(Graph(), ctx); rt.Send(AiSignal.Died); rt.Tick(0.1f); Assert.AreEqual("Death", rt.CurrentStateName); ctx.S.Chase = true; ctx.S.Vision = true; // 即便重新满足感知也不复活 rt.Tick(0.1f); Assert.AreEqual("Death", rt.CurrentStateName); } // ── PatrolBetweenChases(CD 期巡逻)─────────────────────────────── // 驱动到 Chase 后模拟冲刺进行中(能力 running)。 Ctx InCD_Chase(out AiRuntime rt) { var ctx = new Ctx(); rt = new AiRuntime(GraphCD(), ctx); ctx.S.Chase = true; ctx.C.CanUse = true; rt.Tick(0.1f); // Idle → Chase,OnEnter 触发冲刺(Running="chase") Assert.AreEqual("Chase", rt.CurrentStateName); Assert.AreEqual("chase", ctx.C.Running); return ctx; } [Test] public void CD_Chase_Stays_WhileDashRunning() { var ctx = InCD_Chase(out var rt); ctx.S.Chase = false; ctx.S.Vision = false; // 冲刺是 committed 冲锋:感知丢失也不中途打断 rt.Tick(0.1f); Assert.AreEqual("Chase", rt.CurrentStateName); } [Test] public void CD_Chase_ToPatrol_WhenDashDone() { var ctx = InCD_Chase(out var rt); ctx.C.Running = null; ctx.C.CanUse = false; // 冲刺打完,进入冷却 rt.Tick(0.1f); Assert.AreEqual("Patrol", rt.CurrentStateName); // 冲完→CD 期巡逻 } [Test] public void CD_Patrol_Stays_DuringCooldown_NoOscillation() { var ctx = InCD_Chase(out var rt); ctx.C.Running = null; ctx.C.CanUse = false; rt.Tick(0.1f); // → Patrol Assert.AreEqual("Patrol", rt.CurrentStateName); // CD 中仍在追逐区:不能回追击,多帧保持巡逻(不抖) ctx.S.Chase = true; ctx.C.CanUse = false; for (int i = 0; i < 5; i++) rt.Tick(0.1f); Assert.AreEqual("Patrol", rt.CurrentStateName); } [Test] public void CD_Patrol_ToChase_WhenCooldownEnds_AndStillInChaseZone() { var ctx = InCD_Chase(out var rt); ctx.C.Running = null; ctx.C.CanUse = false; rt.Tick(0.1f); // → Patrol ctx.S.Chase = true; ctx.C.CanUse = true; // 冷却结束 + 仍在追逐区 rt.Tick(0.1f); Assert.AreEqual("Chase", rt.CurrentStateName); // 再次冲刺 Assert.AreEqual("chase", ctx.C.Running); } [Test] public void CD_Patrol_StaysHome_WhenPlayerLost() { var ctx = InCD_Chase(out var rt); ctx.C.Running = null; ctx.C.CanUse = false; rt.Tick(0.1f); // → Patrol // 玩家丢失(脱离追逐区):即便冷却结束也不回追击,留在巡逻(降级回家) ctx.S.Chase = false; ctx.S.Vision = false; ctx.C.CanUse = true; rt.Tick(0.1f); Assert.AreEqual("Patrol", rt.CurrentStateName); } } }