feat(enemy): 新增 StallDetector 推进停滞检测(+8 单测),为收敛三处重复实现做准备

This commit is contained in:
2026-07-28 11:01:01 +08:00
parent d9ec0a4f6e
commit 5cfacf199a
2 changed files with 139 additions and 0 deletions
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using NUnit.Framework;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.Enemies
{
/// <summary>
/// StallDetector:窗口内净位移不足即判停滞。
/// 该逻辑原本在 3 处各写一遍(巡逻 Pace / 导航层 / 冲锋),此处集中钉住行为。
/// </summary>
public class StallDetectorTests
{
const float Window = 0.5f, MinProgress = 0.05f;
[Test]
public void BeforeWindowElapses_NeverStalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(0f, 0.1f)); // 完全没动,但窗口未到
Assert.IsFalse(d.Tick(0f, 0.1f));
}
[Test]
public void NoProgressOverWindow_Stalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(0f, 0.4f));
Assert.IsTrue (d.Tick(0f, 0.2f)); // 累计 0.6s ≥ 窗口,净位移 0
}
[Test]
public void EnoughProgressOverWindow_NotStalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(1f, 0.6f)); // 位移 1m 远超阈值
}
[Test]
public void ProgressJustBelowThreshold_Stalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsTrue(d.Tick(0.04f, 0.6f)); // 0.04 < 0.05
}
[Test]
public void ProgressCountsBothDirections()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(-1f, 0.6f)); // 向左移动同样算推进
}
[Test]
public void AfterStalled_WindowRestartsFromCurrentPosition()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsTrue (d.Tick(0f, 0.6f)); // 第一次判停滞
Assert.IsFalse(d.Tick(0f, 0.1f)); // 窗口已重开,未到期
Assert.IsTrue (d.Tick(0f, 0.6f)); // 再次到期且仍无推进
}
[Test]
public void Reset_ClearsAccumulatedTime()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
d.Tick(0f, 0.4f);
d.Reset(0f); // 重开窗口
Assert.IsFalse(d.Tick(0f, 0.2f)); // 只累计了 0.2s
}
[Test]
public void WithoutReset_FirstTickInitializes()
{
var d = new StallDetector(Window, MinProgress);
Assert.IsFalse(d.Tick(5f, 1f)); // 未 Reset 时首帧只做初始化,不误判
}
}
}
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using UnityEngine;
namespace BaseGames.Enemies
{
/// <summary>
/// 推进停滞检测:滑动窗口内的**净水平位移**不足阈值即判为停滞。
/// 用于"命令了移动却推不动"的兜底(撞上未纳入检测层的碰撞体、贴墙微抖等)。
///
/// <para>用净位移而非逐帧差值,避免"贴墙推进-被弹回"的微抖每帧重置计数。</para>
/// <para><b>调用方须以字段持有本结构</b>(struct 的方法会就地修改字段);
/// 开始移动 / 更换目标后调用 <see cref="Reset"/> 重开窗口。</para>
/// </summary>
public struct StallDetector
{
private readonly float _windowSeconds;
private readonly float _minProgress;
private float _timer;
private float _startX;
private bool _initialized;
/// <param name="windowSeconds">判定窗口时长(秒)。</param>
/// <param name="minProgress">窗口内所需的最小净位移(米)。</param>
public StallDetector(float windowSeconds, float minProgress)
{
_windowSeconds = windowSeconds;
_minProgress = minProgress;
_timer = 0f;
_startX = 0f;
_initialized = false;
}
/// <summary>以当前位置重开窗口。</summary>
public void Reset(float currentX)
{
_startX = currentX;
_timer = 0f;
_initialized = true;
}
/// <summary>
/// 推进一帧。返回 true 表示本窗口内推进不足(停滞);返回 true 后窗口自动以当前位置重开。
/// </summary>
public bool Tick(float currentX, float deltaTime)
{
if (!_initialized) { Reset(currentX); return false; }
_timer += deltaTime;
if (_timer < _windowSeconds) return false;
bool stalled = Mathf.Abs(currentX - _startX) < _minProgress;
_startX = currentX;
_timer = 0f;
return stalled;
}
}
}