using NUnit.Framework;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
///
/// BrainGraph 框架健壮性/边界测试:构图校验、转换优先级、全局转换、
/// 事件与条件优先、队列信号、自转换、trace 上限、Blackboard、dt 传递。
/// 与 AiRuntimeTests(主干行为)互补,覆盖易回归的边角。
///
public class AiFrameworkTests
{
// ── 构图校验(Build 应对错误声明抛异常,尽早暴露)──────────────────
[Test]
public void Build_Throws_WhenEntryNotSet()
{
var b = new BrainBuilder();
b.State("A");
Assert.Throws(() => b.Build());
}
[Test]
public void Build_Throws_WhenEntryStateUndeclared()
{
var b = new BrainBuilder();
b.Entry("Missing");
b.State("A");
Assert.Throws(() => b.Build());
}
// 局部转换指向未声明状态 → BrainBuilderTests.Build_UnknownTransitionTarget_Throws 已覆盖,此处不重复。
[Test]
public void Build_Throws_WhenGlobalTransitionTargetUndeclared()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A");
b.Global().To("Ghost").OnEvent(AiSignal.Died);
Assert.Throws(() => b.Build());
}
[Test]
public void GlobalBuilder_Throws_WhenOnEventBeforeTo()
{
var b = new BrainBuilder();
Assert.Throws(() => b.Global().OnEvent(AiSignal.Died));
}
[Test]
public void GlobalBuilder_Throws_WhenWhenBeforeTo()
{
var b = new BrainBuilder();
Assert.Throws(() => b.Global().When(c => true, "x"));
}
// ── 转换优先级 / 全局转换 ─────────────────────────────────────────
[Test]
public void ConditionTransition_FirstDeclaredWins()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A")
.To("B").When(c => true, "first")
.To("C").When(c => true, "second"); // 两者都真,先声明的 B 胜
b.State("B"); b.State("C");
var rt = new AiRuntime(b.Build(), new FakeAiContext());
rt.Tick(0.1f);
Assert.AreEqual("B", rt.CurrentStateName);
}
[Test]
public void GlobalConditionTransition_Fires()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A"); b.State("Panic");
b.Global().To("Panic").When(c => c.Vitals.HpBelow(0.3f), "lowHp");
var ctx = new FakeAiContext();
ctx.V.Hp = 0.1f;
var rt = new AiRuntime(b.Build(), ctx);
rt.Tick(0.1f);
Assert.AreEqual("Panic", rt.CurrentStateName);
}
[Test]
public void GlobalConditionTransition_TakesPriorityOverLocal()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A").To("B").When(c => true, "local");
b.State("B"); b.State("G");
b.Global().To("G").When(c => true, "global"); // 全局先评估
var rt = new AiRuntime(b.Build(), new FakeAiContext());
rt.Tick(0.1f);
Assert.AreEqual("G", rt.CurrentStateName);
}
// ── 事件 vs 条件优先 / 队列信号 ───────────────────────────────────
[Test]
public void EventTransition_TakesPriorityOverCondition_SameTick()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A")
.To("ByCond").When(c => true, "cond") // 条件恒真
.To("ByEvent").OnEvent(AiSignal.Died); // 事件优先(Tick 第1步)
b.State("ByCond"); b.State("ByEvent");
var rt = new AiRuntime(b.Build(), new FakeAiContext());
rt.Send(AiSignal.Died);
rt.Tick(0.1f);
Assert.AreEqual("ByEvent", rt.CurrentStateName);
}
[Test]
public void UnmatchedSignal_ConsumedThenConditionEvaluated()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A").To("B").When(c => c.Sensor.SeesPlayer(), "sees");
b.State("B");
var ctx = new FakeAiContext();
ctx.S.Sees = true;
var rt = new AiRuntime(b.Build(), ctx);
rt.Send(AiSignal.Died); // A 无 Died 转换 → 被消费掉,不阻塞条件评估
rt.Tick(0.1f);
Assert.AreEqual("B", rt.CurrentStateName);
}
[Test]
public void QueuedDuplicateSignals_TransitionOnce_RemainderConsumed()
{
// 注:原测试用两个不同信号验证"第一个匹配的先转"。AiSignal 现只有 Died 一个值,
// 该形态暂不可表达;等将来出现第二个真实信号(如战斗激活)时恢复此覆盖。
// 此处覆盖仍然成立的部分:残留信号被消费掉,不会重复触发转换。
var b = new BrainBuilder();
b.Entry("A");
b.State("A").To("B").OnEvent(AiSignal.Died);
b.State("B").OnEnter(c => c.Blackboard.Set("enters", c.Blackboard.Get("enters") + 1));
var ctx = new FakeAiContext();
var rt = new AiRuntime(b.Build(), ctx);
rt.Send(AiSignal.Died);
rt.Send(AiSignal.Died);
rt.Tick(0.1f);
Assert.AreEqual("B", rt.CurrentStateName);
rt.Tick(0.1f);
Assert.AreEqual("B", rt.CurrentStateName);
Assert.AreEqual(1, ctx.BB.Get("enters")); // 残留信号被消费,未重入 B
}
// ── 自转换 / OnTick 时序 ──────────────────────────────────────────
[Test]
public void ConditionSelfTransition_DoesNotReenter()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A")
.OnEnter(c => c.Blackboard.Set("enters", c.Blackboard.Get("enters") + 1))
.To("A").When(c => true, "self"); // 自转换
var ctx = new FakeAiContext();
var rt = new AiRuntime(b.Build(), ctx); // 构造进入 → enters=1
rt.Tick(0.1f); // 自转换应 no-op,不重跑 OnEnter
Assert.AreEqual(1, ctx.BB.Get("enters"));
Assert.AreEqual("A", rt.CurrentStateName);
}
[Test]
public void TransitionWins_SkipsOnTick_SameFrame()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A")
.Tick(c => c.Blackboard.Set("ticked", true))
.To("B").When(c => true, "go");
b.State("B");
var ctx = new FakeAiContext();
var rt = new AiRuntime(b.Build(), ctx);
rt.Tick(0.1f); // 转换发生 → 当帧不应执行 A 的 OnTick
Assert.AreEqual("B", rt.CurrentStateName);
Assert.IsFalse(ctx.BB.Has("ticked"));
}
[Test]
public void Tick_TwoArg_ReceivesDeltaTime()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A").Tick((c, dt) => c.Blackboard.Set("dt", dt)); // 无转换
var ctx = new FakeAiContext();
var rt = new AiRuntime(b.Build(), ctx);
rt.Tick(0.25f);
Assert.AreEqual(0.25f, ctx.BB.Get("dt"), 1e-5f);
}
// ── trace 上限 / Blackboard / 挂起标志 ────────────────────────────
[Test]
public void Trace_CapsAtSixteen()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A").To("B").When(c => true, "toB");
b.State("B").To("A").When(c => true, "toA"); // A↔B 每帧一次转换
var rt = new AiRuntime(b.Build(), new FakeAiContext());
for (int i = 0; i < 20; i++) rt.Tick(0.1f);
Assert.AreEqual(16, rt.Trace.Count); // 环形缓冲上限 16
}
// Blackboard 基础 Set/Get/Has/Clear/Snapshot → BlackboardTests 已覆盖,此处不重复。
[Test]
public void IsSuspended_ClearedAfterEventWhileNotControllable()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A"); b.State("Dead");
b.Global().To("Dead").OnEvent(AiSignal.Died);
var ctx = new FakeAiContext();
ctx.V.Controllable = false; // 受击中(若无事件本会挂起)
var rt = new AiRuntime(b.Build(), ctx);
rt.Send(AiSignal.Died);
rt.Tick(0.1f);
Assert.AreEqual("Dead", rt.CurrentStateName);
Assert.IsFalse(rt.IsSuspended); // 事件推进转换后清挂起
}
[Test]
public void State_Redeclaration_AccumulatesTransitions()
{
var b = new BrainBuilder();
b.Entry("A");
b.State("A").To("B").When(c => false, "t1"); // 第一次声明
b.State("A").To("C").When(c => true, "t2"); // 再次 State("A") 应取同一状态,累加转换
b.State("B"); b.State("C");
var graph = b.Build();
Assert.AreEqual(2, graph.GetState("A").Transitions.Count);
var rt = new AiRuntime(graph, new FakeAiContext());
rt.Tick(0.1f); // t1 假、t2 真 → C
Assert.AreEqual("C", rt.CurrentStateName);
}
}
}