Wait →(Engaged) Intro → Ground⇄GroundAttack →(hp<50%) PhaseTx → Air⇄AirAttack。 Boss 不脱战(rest 指回自身)、阶段单向推进、起手就打完。 死亡不在图上:全局 Died 边进 Death 终态,演出归物理层。 8 条 EditMode 断言覆盖状态序列、过渡只发起一次、过渡结束必须转出、 脱离感知区不脱战、血量回升不回退阶段。
172 lines
6.1 KiB
C#
172 lines
6.1 KiB
C#
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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/// 嘲风定制图的状态序列断言。
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///
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/// 注意 <see cref="AiRuntime.Send"/> 只入队信号,事件转换在下一次 Tick 的第一步出队处理,
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/// 因此每个 Send 之后都必须跟一次 Tick 才会真正换态(不是"发了就到")。
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/// </summary>
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public class ChaoFengAiTests
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{
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static AiRuntime Run(FakeAiContext ctx)
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=> new AiRuntime(new ChaoFengAi().GetOrBuildGraph(), ctx);
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static FakeAiContext Ctx()
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{
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var c = new FakeAiContext();
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c.S.Chase = true; // 竞技场内玩家恒在追逐区
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c.S.Vision = true;
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return c;
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}
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/// <summary>推进到地面阶段:开战 → 入场演出播完 → 地面逼近态。</summary>
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static AiRuntime RunToGround(FakeAiContext ctx)
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{
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var rt = Run(ctx);
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rt.Send(AiSignal.Engaged);
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rt.Tick(0.1f); // 事件出队 → Intro
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ctx.C.Running = null; // 入场演出播完
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rt.Tick(0.1f); // introDone → Ground
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return rt;
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}
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/// <summary>再推进到空中阶段:血量过半 → 阶段过渡 → 过渡结束。</summary>
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static void AdvanceToAirPhase(FakeAiContext ctx, AiRuntime rt)
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{
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ctx.V.Hp = 0.4f;
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rt.Tick(0.1f); // hp<50% → PhaseTx
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ctx.B.Transitioning = false; // 过渡结束
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rt.Tick(0.1f); // txDone → Air
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}
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[Test]
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public void StartsInWait_UntilEngaged()
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{
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var ctx = Ctx();
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var rt = Run(ctx);
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Assert.AreEqual(ChaoFengAi.Wait, rt.CurrentStateName);
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.Wait, rt.CurrentStateName, "未开战前不应自行进入战斗");
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}
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[Test]
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public void Engaged_EntersIntro_ThenGround()
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{
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var ctx = Ctx();
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var rt = Run(ctx);
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rt.Send(AiSignal.Engaged);
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.Intro, rt.CurrentStateName);
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CollectionAssert.Contains(ctx.C.Used, ChaoFengAi.IntroAbility);
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.Intro, rt.CurrentStateName, "入场演出未播完不应进战");
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ctx.C.Running = null; // 入场演出播完
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.Ground, rt.CurrentStateName);
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}
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[Test]
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public void Ground_ApproachAttackLoop()
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{
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var ctx = Ctx();
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var rt = RunToGround(ctx);
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Assert.AreEqual(ChaoFengAi.Ground, rt.CurrentStateName);
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ctx.C.Eligible = true;
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.GroundAttack, rt.CurrentStateName);
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CollectionAssert.Contains(ctx.C.Used, "best");
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ctx.C.Running = null; // 招式打完
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.Ground, rt.CurrentStateName);
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}
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[Test]
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public void Ground_DoesNotDisengage_WhenPlayerLeavesAllZones()
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{
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// Boss 不脱战:逼近态的 rest 指回自身,脱离感知区也留在地面阶段。
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var ctx = Ctx();
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var rt = RunToGround(ctx);
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ctx.S.Chase = false; ctx.S.Vision = false;
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for (int i = 0; i < 5; i++) rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.Ground, rt.CurrentStateName, "Boss 不应脱战");
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}
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[Test]
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public void HpBelowHalf_TransitionsToAirPhase()
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{
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var ctx = Ctx();
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var rt = RunToGround(ctx);
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ctx.V.Hp = 0.4f;
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.PhaseTx, rt.CurrentStateName);
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Assert.AreEqual(1, ctx.B.BeginCallCount, "阶段过渡只应发起一次");
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Assert.AreEqual(1, ctx.B.LastTargetPhase);
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Assert.Greater(ctx.B.LastDuration, 0f, "过渡期必须有正的无敌时长");
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.PhaseTx, rt.CurrentStateName, "过渡期间不得提前转出");
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Assert.AreEqual(1, ctx.B.BeginCallCount, "过渡期间不得重复发起");
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ctx.B.Transitioning = false; // 过渡结束
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName,
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"过渡结束必须有出边转出——过渡态无出边会把 Boss 永久锁死且零报错");
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}
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[Test]
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public void Air_HoverAttackLoop()
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{
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var ctx = Ctx();
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var rt = RunToGround(ctx);
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AdvanceToAirPhase(ctx, rt);
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Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName);
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ctx.C.Eligible = true;
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.AirAttack, rt.CurrentStateName);
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CollectionAssert.Contains(ctx.C.Used, "best");
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ctx.C.Running = null;
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName);
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}
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[Test]
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public void Died_GoesToDeathFromAnyState()
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{
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var ctx = Ctx();
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var rt = RunToGround(ctx);
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rt.Send(AiSignal.Died);
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rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.Death, rt.CurrentStateName);
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}
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[Test]
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public void AirPhase_DoesNotFallBackToGround()
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{
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// 阶段单向推进:进了空中阶段就不再回地面阶段(招池已换)
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var ctx = Ctx();
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var rt = RunToGround(ctx);
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AdvanceToAirPhase(ctx, rt);
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ctx.V.Hp = 0.9f; // 即使血量回升
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for (int i = 0; i < 5; i++) rt.Tick(0.1f);
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Assert.AreEqual(ChaoFengAi.Air, rt.CurrentStateName);
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Assert.AreEqual(1, ctx.B.BeginCallCount, "不应再次发起阶段过渡");
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}
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}
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}
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