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>
218 lines
8.2 KiB
C#
218 lines
8.2 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").Terminal();
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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.BuildPartial(), ctx); // 只验 OnEnter 的单态夹具,不是完整图
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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.BuildPartial(), ctx); // Flee 是夹具桩,不建完整图
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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++).Terminal();
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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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