未发现层/交战层各用 [SerializeReference]+[SubclassSelector] 下拉挑选模块, 新增模块类自动出现在下拉里,无需改枚举或已有文件。默认交战模块仍为 RushEngagement——未配能力时建图必须显式报错,而非静默产出打不出手的图。
85 lines
3.1 KiB
C#
85 lines
3.1 KiB
C#
using NUnit.Framework;
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using UnityEngine;
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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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public class PerceptionRecipeSoTests
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{
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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 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 => true;
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}
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static PerceptionRecipeSO MakeE001Recipe()
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{
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var so = ScriptableObject.CreateInstance<PerceptionRecipeSO>();
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so.SetModulesForTests(
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new DisguiseThenPatrol(),
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new RushEngagement("e001_chase", RushExit.Committed));
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return so;
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}
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[Test]
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public void Graph_IsCachedAcrossCalls_Flyweight()
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{
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var so = MakeE001Recipe();
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Assert.AreSame(so.GetOrBuildGraph(), so.GetOrBuildGraph());
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Object.DestroyImmediate(so);
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}
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[Test]
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public void Graph_MatchesEquivalentHandWrittenAssembly()
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{
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var so = MakeE001Recipe();
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var fromRecipe = so.GetOrBuildGraph();
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var b = new BrainBuilder();
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PerceptionSkeleton.Add(b,
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new DisguiseThenPatrol(),
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new RushEngagement("e001_chase", RushExit.Committed));
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var handWritten = b.Build();
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Assert.AreEqual(handWritten.EntryState, fromRecipe.EntryState);
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Object.DestroyImmediate(so);
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}
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[Test]
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public void Graph_BehavesLikeE001()
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{
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var so = MakeE001Recipe();
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var ctx = new Ctx();
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var rt = new AiRuntime(so.GetOrBuildGraph(), ctx);
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Assert.AreEqual(DisguiseThenPatrol.Disguise, rt.CurrentStateName);
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ctx.S.Chase = true;
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rt.Tick(0.1f);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
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Object.DestroyImmediate(so);
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}
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[Test]
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public void UnconfiguredRecipe_ThrowsClearError_NotSilentlyInert()
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{
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// 新建的空配方默认用 RushEngagement 但尚未配能力。建图时必须**显式报错**,
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// 而不是静默产出一张"永远不会出手"的图——第 6 条:暴露问题,不掩盖。
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// 注:策划建完资产到配好模块之间没有任何东西会调 GetOrBuildGraph(),
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// 它只在 EnemyAiBrain.Start() 运行时被调,所以这里报错不影响编辑期体验。
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var so = ScriptableObject.CreateInstance<PerceptionRecipeSO>();
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var ex = Assert.Throws<System.InvalidOperationException>(() => so.GetOrBuildGraph());
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StringAssert.Contains("RushEngagement", ex.Message);
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Object.DestroyImmediate(so);
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}
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}
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}
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