test(ai): BrainGraph 全面测试——框架边界 + 全感知矩阵(70 tests 全绿) 保证自研 AI 状态机(BrainGraph)稳定与功能正确性。EditMode AI 测试从 31 增至 70。 新增 AiFrameworkTests(17)——框架健壮性/边界(与 AiRuntimeTests 主干互补): - 构图校验:Entry 未设/未声明、全局转换目标未声明、GlobalBuilder 顺序错用抛异常 - 转换优先级:同态多条件首声明胜、全局条件转换、全局优先于局部 - 事件 vs 条件:事件优先(Tick 首步)、未匹配信号被消费不阻塞、多信号首个匹配胜 - 时序:条件自转换 no-op、转换当帧跳过 OnTick、Tick 双参传 dt - trace 环形上限 16、事件推进后清挂起、State 重声明累加转换 重写 PerceptionStateMachineTests(22)——完整感知↔状态矩阵: - 待机/巡逻/警觉/追击/死亡 全转换 + HasAlert 分支(无警觉态不进警觉) - 追击优先于警觉;追击永不回警觉、脱离全部感知才降级 R(=Patrol) - 视野单独/追逐区单独仍维持追击;locomotion 意图(Idle/Patrol/Face) - 追击触发能力、离开中断能力;死亡为终态不复活 验证:反射调用全部 [Test] 方法(负对照确认能捕获失败),70/70 通过。 去重:Blackboard/局部转换目标校验已由 BlackboardTests/BrainBuilderTests 覆盖,不重复。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> @
297 lines
11 KiB
C#
297 lines
11 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using NUnit.Framework;
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using BaseGames.AI;
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using BaseGames.Enemies;
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namespace BaseGames.Tests.EditMode.AI
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{
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/// <summary>
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/// PerceptionStateMachine 全感知↔状态矩阵测试(spec《敌人感知↔状态》):
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/// 待机/巡逻(未发现) → 追击(优先)/警觉(次);警觉 → 追击/降级R/保持;
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/// 追击 → 脱离全部感知才降级R(永不回警觉);死亡=全局事件。
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/// 覆盖 HasAlert 分支、locomotion 意图、追击能力触发/中断、de-escalation。
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/// </summary>
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public class PerceptionStateMachineTests
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{
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// 实现 IAiContext + IEnemyActor(HasAlertState 可配),复用 FakeAiContext.cs 的子 fake。
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sealed class Ctx : IAiContext, IEnemyActor
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{
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public FakeSensor S = new FakeSensor();
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public FakeLocomotion L = new FakeLocomotion();
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public FakeCombat C = new FakeCombat();
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public FakeVitals V = new FakeVitals();
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public Blackboard BB = new Blackboard();
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public bool HasAlert = true;
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public ISensor Sensor => S;
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public IEnemyLocomotion Locomotion => L;
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public ICombatant Combat => C;
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public IActorVitals Vitals => V;
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public Blackboard Blackboard => BB;
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public bool HasAlertState => HasAlert;
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}
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static AiGraph Graph(string entry = "Idle")
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{
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var b = new BrainBuilder();
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PerceptionStateMachine.Add(b, new PerceptionStateMachine.Config
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{
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Idle = "Idle", Patrol = "Patrol", Alert = "Alert", Chase = "Chase", Death = "Death",
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Entry = entry, Rest = "Patrol",
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IdleMode = LocomotionMode.Idle,
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PatrolMode = LocomotionMode.Patrol,
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AlertMode = LocomotionMode.Face,
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ChaseAbilityId = "chase",
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});
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return b.Build();
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}
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// ── 入口 / 待机 ───────────────────────────────────────────────────
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[Test]
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public void Entry_IsIdle_WithIdleLocomotion()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph(), ctx);
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Assert.AreEqual("Idle", rt.CurrentStateName);
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Assert.AreEqual(LocomotionMode.Idle, ctx.L.CurrentMode);
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}
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[Test]
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public void Idle_Stays_WhenNoPerception()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph(), ctx);
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rt.Tick(0.1f);
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Assert.AreEqual("Idle", rt.CurrentStateName);
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}
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[Test]
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public void Idle_ToChase_WhenInChaseZone()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Chase = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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[Test]
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public void Idle_ToAlert_WhenInVision_AndHasAlert()
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{
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var ctx = new Ctx { HasAlert = true };
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Vision = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Alert", rt.CurrentStateName);
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}
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[Test]
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public void Idle_StaysIdle_WhenInVision_ButNoAlertState()
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{
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var ctx = new Ctx { HasAlert = false }; // 无警觉态 → 不进警觉
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Vision = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Idle", rt.CurrentStateName);
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}
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[Test]
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public void Idle_ChaseBeatsAlert_WhenBothZones()
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{
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var ctx = new Ctx { HasAlert = true };
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Chase = true; ctx.S.Vision = true; // 两者都满足 → 追击优先
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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// ── 巡逻(entry=Patrol):与待机同规则 ─────────────────────────────
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[Test]
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public void Patrol_ToChase_WhenInChaseZone()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph("Patrol"), ctx);
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Assert.AreEqual("Patrol", rt.CurrentStateName);
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Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode);
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ctx.S.Chase = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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[Test]
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public void Patrol_ToAlert_WhenInVision_AndHasAlert()
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{
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var ctx = new Ctx { HasAlert = true };
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var rt = new AiRuntime(Graph("Patrol"), ctx);
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ctx.S.Vision = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Alert", rt.CurrentStateName);
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}
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// ── 警觉 ──────────────────────────────────────────────────────────
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Ctx InAlert(out AiRuntime rt)
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{
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var ctx = new Ctx { HasAlert = true };
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rt = new AiRuntime(Graph(), ctx);
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ctx.S.Vision = true; // Idle → Alert
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rt.Tick(0.1f);
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Assert.AreEqual("Alert", rt.CurrentStateName);
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return ctx;
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}
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[Test]
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public void Alert_AppliesFaceLocomotion()
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{
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var ctx = InAlert(out var rt);
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Assert.AreEqual(LocomotionMode.Face, ctx.L.CurrentMode);
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CollectionAssert.Contains(ctx.L.Calls, "Face");
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}
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[Test]
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public void Alert_ToChase_WhenInChaseZone()
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{
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var ctx = InAlert(out var rt);
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ctx.S.Chase = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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[Test]
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public void Alert_ToRest_WhenLeftVision()
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{
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var ctx = InAlert(out var rt);
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ctx.S.Vision = false; // 脱离视野 → 降级 R(=Patrol)
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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName);
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}
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[Test]
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public void Alert_Stays_WhenStillInVision()
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{
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var ctx = InAlert(out var rt);
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ctx.S.Vision = true; ctx.S.Chase = false;
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rt.Tick(0.1f);
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Assert.AreEqual("Alert", rt.CurrentStateName);
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}
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// ── 追击 ──────────────────────────────────────────────────────────
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Ctx InChase(out AiRuntime rt)
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{
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var ctx = new Ctx();
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rt = new AiRuntime(Graph(), ctx);
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ctx.S.Chase = true; // Idle → Chase
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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return ctx;
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}
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[Test]
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public void Chase_TriggersAbility_NotLocomotion()
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{
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var ctx = InChase(out var rt);
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CollectionAssert.Contains(ctx.C.Used, "chase"); // 触发追击能力
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// 进 Chase 后不应再有 locomotion 意图声明(追击移动归能力)
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int lastStop = ctx.L.Calls.FindLastIndex(s => s == "Stop");
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var afterEnter = ctx.L.Calls.GetRange(lastStop + 1, ctx.L.Calls.Count - lastStop - 1);
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CollectionAssert.IsEmpty(afterEnter);
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}
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[Test]
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public void Chase_ToRest_WhenLeftAllZones()
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{
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var ctx = InChase(out var rt);
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ctx.S.Chase = false; ctx.S.Vision = false; // 追逐区且视野区都不在 → R
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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName);
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}
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[Test]
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public void Chase_Stays_WhenInChaseZoneOnly()
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{
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var ctx = InChase(out var rt);
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ctx.S.Chase = true; ctx.S.Vision = false; // 视野被墙挡漏检,但仍在追逐区
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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[Test]
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public void Chase_Stays_WhenInVisionZoneOnly()
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{
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var ctx = InChase(out var rt);
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ctx.S.Chase = false; ctx.S.Vision = true; // 出追逐区但仍在视野 → 不降级
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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}
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[Test]
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public void Chase_NeverGoesToAlert()
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{
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// 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。
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var ctx = InChase(out var rt);
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ctx.HasAlert = true;
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ctx.S.Chase = false; ctx.S.Vision = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName); // 不是 Alert
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Assert.AreNotEqual("Alert", rt.CurrentStateName);
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}
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[Test]
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public void Chase_OnExit_InterruptsAbility()
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{
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var ctx = InChase(out var rt);
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Assert.AreEqual("chase", ctx.C.Running); // 追击能力运行中
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ctx.S.Chase = false; ctx.S.Vision = false;
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rt.Tick(0.1f); // Chase → R,OnExit 中断能力
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Assert.IsNull(ctx.C.Running);
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}
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[Test]
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public void RestIsPatrol_AfterChaseDeescalation()
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{
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var ctx = InChase(out var rt);
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ctx.S.Chase = false; ctx.S.Vision = false;
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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName); // R = Patrol
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Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode); // 落地即巡逻移动意图
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}
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// ── 死亡(全局事件,任意态可达)───────────────────────────────────
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[Test]
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public void Death_OnDiedSignal_FromIdle()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph(), ctx);
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual("Death", rt.CurrentStateName);
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}
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[Test]
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public void Death_OnDiedSignal_FromChase()
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{
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var ctx = InChase(out var rt);
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual("Death", rt.CurrentStateName);
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}
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[Test]
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public void Death_IsTerminal_NoTransitionOut()
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{
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var ctx = new Ctx();
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var rt = new AiRuntime(Graph(), ctx);
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rt.Send(AiSignal.Died); rt.Tick(0.1f);
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Assert.AreEqual("Death", rt.CurrentStateName);
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ctx.S.Chase = true; ctx.S.Vision = true; // 即便重新满足感知也不复活
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rt.Tick(0.1f);
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Assert.AreEqual("Death", rt.CurrentStateName);
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}
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}
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}
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