BrainBuilder.Build() 此前只做正向校验——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,会让敌人进去 就永久停在那里,且全程零报错。计划里点名的风险点是 BossFragments.PhaseTransition: 它按设计不自带出边,出口全靠调用方补挂,漏一条就把 Boss 锁死。 做法:AiState 加 IsTerminal,StateBuilder 加 .Terminal() 显式标记, AiStateFragments.Terminal() 自带该标记;Build() 对「非终态且无出口」抛异常。 「有出口」的判定比计划原话严一档,两点都是照 AiRuntime 的实际行为定的: - 自转换不算——Switch 对 Target == 当前态直接 return false,根本出不去; - 全局转换不算——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,而那恰是本校验要暴露的东西。 校验放在 Build() 而非各生产入口:生产的完整图装配点是 AiScript.GetOrBuildGraph 与 AiRecipeSO 两处,放 Build() 能让将来新增的入口默认受保护。代价是模块单测 需要一条别的路——单个 IUnawareModule / IEngagementModule 按设计只声明自己的态, 升级边由 PerceptionSkeleton 事后挂,单独构建时的死角是正常中间态而非缺陷。 为此加 BuildPartial():跳过本项校验,其余照旧。 测试侧按语义分两类处理,没有一刀切: - 概念上确实是终态的(Dead)标 .Terminal(),保留 Build() 的全量校验; - 隔离验证单个模块/片段的部分图改用 BuildPartial(); - AiScriptTests / AiDefinitionRegistryTests 的夹具经 GetOrBuildGraph 走生产 Build(),给桩汇态补了回边——这两条本就该验完整图。 - 断言 Build() 因别的原因抛异常的用例原样保留。 PerceptionSkeleton 与嘲风图建的都是完整图,无需改动即通过——这本身就是覆盖。 验证:编译 0 错;EditMode 269/269(264 + 新增 5)。 加校验后曾有 49 条既有测试变红,全部为上述两类夹具,逐条按语义修正后转绿。 变异验证:注释掉 ChaoFengAi 里 PhaseTx 的 txDone 出边后,ChaoFengAiTests 8 条全部变红,报错精确点名 'PhaseTransition';还原后复验 269/269。 本改动之前,同样的删除是零报错的——Boss 会静默锁死在过渡态, 这正是本校验存在的理由。 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
251 lines
10 KiB
C#
251 lines
10 KiB
C#
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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/// <summary>
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/// BrainGraph 框架健壮性/边界测试:构图校验、转换优先级、全局转换、
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/// 事件与条件优先、队列信号、自转换、trace 上限、Blackboard、dt 传递。
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/// 与 AiRuntimeTests(主干行为)互补,覆盖易回归的边角。
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///
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/// 本文件的夹具多为「A → 桩汇态」的最小图,汇态刻意不挂出边,
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/// 因此用 BuildPartial() 构建——它跳过「非终态必须有出口」校验,
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/// 其余校验照旧。断言 Build() 抛异常的用例仍用 Build()。
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/// </summary>
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public class AiFrameworkTests
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{
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// ── 构图校验(Build 应对错误声明抛异常,尽早暴露)──────────────────
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[Test]
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public void Build_Throws_WhenEntryNotSet()
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{
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var b = new BrainBuilder();
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b.State("A");
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Assert.Throws<System.InvalidOperationException>(() => b.Build());
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}
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[Test]
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public void Build_Throws_WhenEntryStateUndeclared()
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{
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var b = new BrainBuilder();
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b.Entry("Missing");
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b.State("A");
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Assert.Throws<System.InvalidOperationException>(() => b.Build());
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}
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// 局部转换指向未声明状态 → BrainBuilderTests.Build_UnknownTransitionTarget_Throws 已覆盖,此处不重复。
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[Test]
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public void Build_Throws_WhenGlobalTransitionTargetUndeclared()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A");
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b.Global().To("Ghost").OnEvent(AiSignal.Died);
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Assert.Throws<System.InvalidOperationException>(() => b.Build());
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}
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[Test]
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public void GlobalBuilder_Throws_WhenOnEventBeforeTo()
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{
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var b = new BrainBuilder();
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Assert.Throws<System.InvalidOperationException>(() => b.Global().OnEvent(AiSignal.Died));
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}
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[Test]
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public void GlobalBuilder_Throws_WhenWhenBeforeTo()
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{
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var b = new BrainBuilder();
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Assert.Throws<System.InvalidOperationException>(() => b.Global().When(c => true, "x"));
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}
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// ── 转换优先级 / 全局转换 ─────────────────────────────────────────
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[Test]
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public void ConditionTransition_FirstDeclaredWins()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A")
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.To("B").When(c => true, "first")
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.To("C").When(c => true, "second"); // 两者都真,先声明的 B 胜
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b.State("B"); b.State("C");
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var rt = new AiRuntime(b.BuildPartial(), new FakeAiContext());
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rt.Tick(0.1f);
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Assert.AreEqual("B", rt.CurrentStateName);
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}
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[Test]
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public void GlobalConditionTransition_Fires()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A"); b.State("Panic");
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b.Global().To("Panic").When(c => c.Vitals.HpBelow(0.3f), "lowHp");
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var ctx = new FakeAiContext();
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ctx.V.Hp = 0.1f;
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var rt = new AiRuntime(b.BuildPartial(), ctx);
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rt.Tick(0.1f);
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Assert.AreEqual("Panic", rt.CurrentStateName);
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}
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[Test]
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public void GlobalConditionTransition_TakesPriorityOverLocal()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A").To("B").When(c => true, "local");
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b.State("B"); b.State("G");
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b.Global().To("G").When(c => true, "global"); // 全局先评估
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var rt = new AiRuntime(b.BuildPartial(), new FakeAiContext());
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rt.Tick(0.1f);
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Assert.AreEqual("G", rt.CurrentStateName);
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}
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// ── 事件 vs 条件优先 / 队列信号 ───────────────────────────────────
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[Test]
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public void EventTransition_TakesPriorityOverCondition_SameTick()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A")
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.To("ByCond").When(c => true, "cond") // 条件恒真
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.To("ByEvent").OnEvent(AiSignal.Died); // 事件优先(Tick 第1步)
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b.State("ByCond"); b.State("ByEvent");
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var rt = new AiRuntime(b.BuildPartial(), new FakeAiContext());
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual("ByEvent", rt.CurrentStateName);
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}
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[Test]
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public void UnmatchedSignal_ConsumedThenConditionEvaluated()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A").To("B").When(c => c.Sensor.SeesPlayer(), "sees");
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b.State("B");
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var ctx = new FakeAiContext();
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ctx.S.Sees = true;
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var rt = new AiRuntime(b.BuildPartial(), ctx);
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rt.Send(AiSignal.Died); // A 无 Died 转换 → 被消费掉,不阻塞条件评估
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rt.Tick(0.1f);
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Assert.AreEqual("B", rt.CurrentStateName);
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}
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[Test]
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public void QueuedDuplicateSignals_TransitionOnce_RemainderConsumed()
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{
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// 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,
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// 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。
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// 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。
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A").To("B").OnEvent(AiSignal.Died);
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b.State("B").OnEnter(c => c.Blackboard.Set("enters", c.Blackboard.Get<int>("enters") + 1));
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.BuildPartial(), ctx);
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rt.Send(AiSignal.Died);
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual("B", rt.CurrentStateName);
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rt.Tick(0.1f);
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Assert.AreEqual("B", rt.CurrentStateName);
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Assert.AreEqual(1, ctx.BB.Get<int>("enters")); // 残留信号被消费,未重入 B
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}
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// ── 自转换 / OnTick 时序 ──────────────────────────────────────────
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[Test]
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public void ConditionSelfTransition_DoesNotReenter()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A")
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.OnEnter(c => c.Blackboard.Set("enters", c.Blackboard.Get<int>("enters") + 1))
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.To("A").When(c => true, "self"); // 自转换
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.BuildPartial(), ctx); // 构造进入 → enters=1
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rt.Tick(0.1f); // 自转换应 no-op,不重跑 OnEnter
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Assert.AreEqual(1, ctx.BB.Get<int>("enters"));
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Assert.AreEqual("A", rt.CurrentStateName);
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}
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[Test]
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public void TransitionWins_SkipsOnTick_SameFrame()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A")
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.Tick(c => c.Blackboard.Set("ticked", true))
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.To("B").When(c => true, "go");
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b.State("B");
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.BuildPartial(), ctx);
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rt.Tick(0.1f); // 转换发生 → 当帧不应执行 A 的 OnTick
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Assert.AreEqual("B", rt.CurrentStateName);
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Assert.IsFalse(ctx.BB.Has("ticked"));
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}
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[Test]
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public void Tick_TwoArg_ReceivesDeltaTime()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A").Tick((c, dt) => c.Blackboard.Set("dt", dt)); // 无转换
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.BuildPartial(), ctx);
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rt.Tick(0.25f);
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Assert.AreEqual(0.25f, ctx.BB.Get<float>("dt"), 1e-5f);
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}
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// ── trace 上限 / Blackboard / 挂起标志 ────────────────────────────
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[Test]
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public void Trace_CapsAtSixteen()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A").To("B").When(c => true, "toB");
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b.State("B").To("A").When(c => true, "toA"); // A↔B 每帧一次转换
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var rt = new AiRuntime(b.Build(), new FakeAiContext());
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for (int i = 0; i < 20; i++) rt.Tick(0.1f);
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Assert.AreEqual(16, rt.Trace.Count); // 环形缓冲上限 16
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}
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// Blackboard 基础 Set/Get/Has/Clear/Snapshot → BlackboardTests 已覆盖,此处不重复。
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[Test]
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public void IsSuspended_ClearedAfterEventWhileNotControllable()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A"); b.State("Dead");
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b.Global().To("Dead").OnEvent(AiSignal.Died);
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var ctx = new FakeAiContext();
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ctx.V.Controllable = false; // 受击中(若无事件本会挂起)
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var rt = new AiRuntime(b.BuildPartial(), ctx);
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual("Dead", rt.CurrentStateName);
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Assert.IsFalse(rt.IsSuspended); // 事件推进转换后清挂起
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}
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[Test]
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public void State_Redeclaration_AccumulatesTransitions()
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{
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var b = new BrainBuilder();
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b.Entry("A");
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b.State("A").To("B").When(c => false, "t1"); // 第一次声明
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b.State("A").To("C").When(c => true, "t2"); // 再次 State("A") 应取同一状态,累加转换
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b.State("B"); b.State("C");
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var graph = b.BuildPartial();
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Assert.AreEqual(2, graph.GetState("A").Transitions.Count);
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var rt = new AiRuntime(graph, new FakeAiContext());
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rt.Tick(0.1f); // t1 假、t2 真 → C
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Assert.AreEqual("C", rt.CurrentStateName);
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}
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}
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}
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