218 lines
8.0 KiB
C#
218 lines
8.0 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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public class AiRuntimeTests
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{
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static AiGraph Graph()
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{
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var b = new BrainBuilder();
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b.Entry("Patrol");
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b.Global().To("Dead").OnEvent(AiSignal.Died);
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b.State("Patrol")
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.Tick(c => c.Locomotion.SetMode(LocomotionMode.Patrol))
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.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
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b.State("Chase")
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.OnEnter(c => c.Locomotion.Face(c.Sensor.LastKnown))
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.OnExit(c => c.Locomotion.Stop())
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.Tick(c => c.Locomotion.MoveTo(c.Sensor.LastKnown))
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.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
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b.State("Search")
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.To("Patrol").After(3f);
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b.State("Dead");
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return b.Build();
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}
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[Test]
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public void StartsAtEntry()
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{
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var rt = new AiRuntime(Graph(), new FakeAiContext());
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Assert.AreEqual("Patrol", rt.CurrentStateName);
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}
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[Test]
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public void Tick_RunsCurrentStateTickAction()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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rt.Tick(0.1f);
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CollectionAssert.Contains(ctx.L.Calls, "SetMode:Patrol");
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}
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[Test]
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public void ConditionTransition_FiresAndRunsEnterExit()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true;
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rt.Tick(0.1f);
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Assert.AreEqual("Chase", rt.CurrentStateName);
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CollectionAssert.Contains(ctx.L.Calls, "Face"); // Chase.OnEnter
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}
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[Test]
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public void Gate_SuspendsDecisionWhenNotControllable()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true;
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ctx.V.Controllable = false; // 受击中
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rt.Tick(0.1f);
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Assert.AreEqual("Patrol", rt.CurrentStateName); // 未转换
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Assert.IsTrue(rt.IsSuspended);
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CollectionAssert.DoesNotContain(ctx.L.Calls, "SetMode:Patrol"); // Tick 也不跑
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}
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[Test]
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public void Gate_ResumesAndReevaluatesWhenControllable()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true;
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ctx.V.Controllable = false;
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rt.Tick(0.1f);
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ctx.V.Controllable = true; // 恢复
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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 After_UsesStateTimer()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true; rt.Tick(0.1f); // -> Chase
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ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f); // -> Search
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Assert.AreEqual("Search", rt.CurrentStateName);
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rt.Tick(1f); rt.Tick(1f);
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Assert.AreEqual("Search", rt.CurrentStateName); // 未满 3s
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rt.Tick(1.5f);
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Assert.AreEqual("Patrol", rt.CurrentStateName); // 累计 >3s
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}
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[Test]
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public void Switch_RunsPreviousStateOnExit()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true; rt.Tick(0.1f); // Patrol -> Chase
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ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f);// Chase -> Search (触发 Chase.OnExit)
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CollectionAssert.Contains(ctx.L.Calls, "Stop");
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}
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[Test]
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public void Construct_InvokesEntryOnEnter()
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{
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var b = new BrainBuilder();
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b.Entry("Start");
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b.State("Start").OnEnter(c => c.Locomotion.SetMode(LocomotionMode.Idle));
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.Build(), ctx);
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CollectionAssert.Contains(ctx.L.Calls, "SetMode:Idle");
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}
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[Test]
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public void EventTransition_FiresOnSignal_EvenBeforeTick()
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{
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var ctx = new FakeAiContext();
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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("Dead", rt.CurrentStateName);
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}
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[Test]
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public void EventTransition_FiresEvenWhenNotControllable()
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{
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// 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)
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.V.Controllable = false;
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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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}
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[Test]
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public void Trace_RecordsTriggerReason()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true;
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rt.Tick(0.1f);
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Assert.AreEqual(1, rt.Trace.Count);
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Assert.AreEqual("Patrol", rt.Trace[0].From);
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Assert.AreEqual("Chase", rt.Trace[0].To);
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StringAssert.Contains("SeesPlayer", rt.Trace[0].Trigger);
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}
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[Test]
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public void Reset_ReturnsToEntryAndClearsState()
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{
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(Graph(), ctx);
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ctx.S.Sees = true; rt.Tick(0.1f); // -> Chase
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ctx.BB.Set("scratch", 42);
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rt.Reset();
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Assert.AreEqual("Patrol", rt.CurrentStateName);
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Assert.IsEmpty(rt.Trace);
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Assert.IsFalse(ctx.BB.Has("scratch"));
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}
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[Test]
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public void LocalEventTransition_Fires()
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{
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var b = new BrainBuilder();
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b.Entry("Idle");
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b.State("Idle").To("Flee").OnEvent(AiSignal.Died);
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b.State("Flee");
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.Build(), ctx);
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual("Flee", rt.CurrentStateName);
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}
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[Test]
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public void EventSelfTransition_DoesNotReenter()
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{
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var b = new BrainBuilder();
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b.Entry("Dead");
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int enterCount = 0;
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b.State("Dead").OnEnter(c => enterCount++);
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b.Global().To("Dead").OnEvent(AiSignal.Died);
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var ctx = new FakeAiContext();
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var rt = new AiRuntime(b.Build(), ctx);
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// 构造即进入 Dead → enterCount==1
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f); // 已在 Dead,自转换应 no-op,不再 +1
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Assert.AreEqual(1, enterCount);
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Assert.AreEqual("Dead", rt.CurrentStateName);
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}
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[Test]
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public void TwoRuntimes_ShareGraph_IndependentStateAndTimer()
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{
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var graph = Graph(); // 共享同一张不可变图
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var a = new FakeAiContext(); var rtA = new AiRuntime(graph, a);
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var b = new FakeAiContext(); var rtB = new AiRuntime(graph, b);
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// A 发现玩家推进,B 不动 —— 状态独立
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a.S.Sees = true; rtA.Tick(0.1f);
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Assert.AreEqual("Chase", rtA.CurrentStateName);
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Assert.AreEqual("Patrol", rtB.CurrentStateName);
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// 两者各自进入 Search(计时归零)
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a.S.Sees = false; a.S.LostForValue = 5f; rtA.Tick(0.1f); // A -> Search
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b.S.Sees = true; rtB.Tick(0.1f); // B -> Chase
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b.S.Sees = false; b.S.LostForValue = 5f; rtB.Tick(0.1f); // B -> Search
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// 只推进 A 的 After 计时越过 3s;B 计时独立、不动
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rtA.Tick(2f); rtA.Tick(2f); // A Search 计时 ~4 -> After -> Patrol
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Assert.AreEqual("Patrol", rtA.CurrentStateName);
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Assert.AreEqual("Search", rtB.CurrentStateName); // B 独立,仍在 Search
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}
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}
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}
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