Files
zeling_v2/Assets/Tests/EditMode/AI/AiRuntimeTests.cs
T

201 lines
7.3 KiB
C#

using NUnit.Framework;
using BaseGames.AI;
namespace BaseGames.Tests.EditMode.AI
{
public class AiRuntimeTests
{
static AiGraph Graph()
{
var b = new BrainBuilder();
b.Entry("Patrol");
b.Global().To("Dead").OnEvent(AiSignal.Died);
b.State("Patrol")
.Tick(c => c.Mover.WalkRandom())
.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
b.State("Chase")
.OnEnter(c => c.Mover.FacePlayer())
.OnExit(c => c.Mover.Stop())
.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))
.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
b.State("Search")
.To("Patrol").After(3f);
b.State("Dead");
return b.Build();
}
[Test]
public void StartsAtEntry()
{
var rt = new AiRuntime(Graph(), new FakeAiContext());
Assert.AreEqual("Patrol", rt.CurrentStateName);
}
[Test]
public void Tick_RunsCurrentStateTickAction()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
rt.Tick(0.1f);
CollectionAssert.Contains(ctx.M.Calls, "WalkRandom");
}
[Test]
public void ConditionTransition_FiresAndRunsEnterExit()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true;
rt.Tick(0.1f);
Assert.AreEqual("Chase", rt.CurrentStateName);
CollectionAssert.Contains(ctx.M.Calls, "FacePlayer"); // Chase.OnEnter
}
[Test]
public void Gate_SuspendsDecisionWhenNotControllable()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true;
ctx.V.Controllable = false; // 受击中
rt.Tick(0.1f);
Assert.AreEqual("Patrol", rt.CurrentStateName); // 未转换
Assert.IsTrue(rt.IsSuspended);
CollectionAssert.DoesNotContain(ctx.M.Calls, "WalkRandom"); // Tick 也不跑
}
[Test]
public void Gate_ResumesAndReevaluatesWhenControllable()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true;
ctx.V.Controllable = false;
rt.Tick(0.1f);
ctx.V.Controllable = true; // 恢复
rt.Tick(0.1f);
Assert.AreEqual("Chase", rt.CurrentStateName);
}
[Test]
public void After_UsesStateTimer()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true; rt.Tick(0.1f); // -> Chase
ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f); // -> Search
Assert.AreEqual("Search", rt.CurrentStateName);
rt.Tick(1f); rt.Tick(1f);
Assert.AreEqual("Search", rt.CurrentStateName); // 未满 3s
rt.Tick(1.5f);
Assert.AreEqual("Patrol", rt.CurrentStateName); // 累计 >3s
}
[Test]
public void Switch_RunsPreviousStateOnExit()
{
var ctx = new FakeAiContext();
var rt = new AiRuntime(Graph(), ctx);
ctx.S.Sees = true; rt.Tick(0.1f); // Patrol -> Chase
ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f);// Chase -> Search (触发 Chase.OnExit)
CollectionAssert.Contains(ctx.M.Calls, "Stop");
}
[Test]
public void Construct_InvokesEntryOnEnter()
{
var b = new BrainBuilder();
b.Entry("Start");
b.State("Start").OnEnter(c => c.Mover.LookAround());
var ctx = new FakeAiContext();
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"));
}
[Test]
public void LocalEventTransition_Fires()
{
var b = new BrainBuilder();
b.Entry("Idle");
b.State("Idle").To("Flee").OnEvent(AiSignal.Parried);
b.State("Flee");
var ctx = new FakeAiContext();
var rt = new AiRuntime(b.Build(), ctx);
rt.Send(AiSignal.Parried);
rt.Tick(0.1f);
Assert.AreEqual("Flee", rt.CurrentStateName);
}
[Test]
public void TwoRuntimes_ShareGraph_IndependentStateAndTimer()
{
var graph = Graph(); // 共享同一张不可变图
var a = new FakeAiContext(); var rtA = new AiRuntime(graph, a);
var b = new FakeAiContext(); var rtB = new AiRuntime(graph, b);
// A 发现玩家推进,B 不动 —— 状态独立
a.S.Sees = true; rtA.Tick(0.1f);
Assert.AreEqual("Chase", rtA.CurrentStateName);
Assert.AreEqual("Patrol", rtB.CurrentStateName);
// 两者各自进入 Search(计时归零)
a.S.Sees = false; a.S.LostForValue = 5f; rtA.Tick(0.1f); // A -> Search
b.S.Sees = true; rtB.Tick(0.1f); // B -> Chase
b.S.Sees = false; b.S.LostForValue = 5f; rtB.Tick(0.1f); // B -> Search
// 只推进 A 的 After 计时越过 3s;B 计时独立、不动
rtA.Tick(2f); rtA.Tick(2f); // A Search 计时 ~4 -> After -> Patrol
Assert.AreEqual("Patrol", rtA.CurrentStateName);
Assert.AreEqual("Search", rtB.CurrentStateName); // B 独立,仍在 Search
}
}
}