Files
zeling_v2/Assets/Tests/EditMode/AI/AiStateFragmentsTests.cs
T
joywayer 68f615e9c1 fix(enemy): AiStateFragments 空能力 id 建图期报错,补 OnExit 收尾测试
Ability/AbilityOnce 建图期校验 abilityId 非空,与 BrainBuilder.RequireState
同一类"漏配即快速失败"约束保持一致,避免定制 AiScript 漏配 id 时产出静默
不作为的状态。同时补 4 个测试:Locomotion/Ability 的 OnExit 收尾行为,以及
两个原语对空 id 的报错行为。
2026-07-29 11:42:47 +08:00

119 lines
4.1 KiB
C#

using NUnit.Framework;
using BaseGames.AI;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.AI
{
public class AiStateFragmentsTests
{
static AiRuntime Run(System.Action<BrainBuilder> build, FakeAiContext ctx)
{
var b = new BrainBuilder();
b.Entry("S");
build(b);
return new AiRuntime(b.Build(), ctx);
}
[Test]
public void Locomotion_SetsModeOnEnter()
{
var ctx = new FakeAiContext();
Run(b => AiStateFragments.Locomotion(b, "S", LocomotionMode.Patrol), ctx);
Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode);
}
[Test]
public void Locomotion_FaceMode_FacesLastKnown()
{
var ctx = new FakeAiContext();
ctx.S.Last = new UnityEngine.Vector2(3f, 0f);
Run(b => AiStateFragments.Locomotion(b, "S", LocomotionMode.Face), ctx);
Assert.AreEqual(new UnityEngine.Vector2(3f, 0f), ctx.L.FacedAt);
}
[Test]
public void Ability_RetriggersOnTick_WhenNotRunning()
{
var ctx = new FakeAiContext();
var rt = Run(b => AiStateFragments.Ability(b, "S", "atk"), ctx);
Assert.AreEqual(1, ctx.C.Used.Count);
ctx.C.Running = null; // 模拟被受击打断
rt.Tick(0.1f);
Assert.AreEqual(2, ctx.C.Used.Count); // 重新触发
}
[Test]
public void AbilityOnce_DoesNotRetrigger()
{
var ctx = new FakeAiContext();
var rt = Run(b => AiStateFragments.AbilityOnce(b, "S", "death"), ctx);
Assert.AreEqual(1, ctx.C.Used.Count);
ctx.C.Running = null; // 演出播完
rt.Tick(0.1f);
rt.Tick(0.1f);
Assert.AreEqual(1, ctx.C.Used.Count); // 不重播
}
[Test]
public void LostAllZones_TrueOnlyWhenBothZonesEmpty()
{
var ctx = new FakeAiContext();
Assert.IsTrue(AiStateFragments.LostAllZones(ctx));
ctx.S.Chase = true;
Assert.IsFalse(AiStateFragments.LostAllZones(ctx));
ctx.S.Chase = false; ctx.S.Vision = true;
Assert.IsFalse(AiStateFragments.LostAllZones(ctx));
}
[Test]
public void Locomotion_StopsOnExit()
{
var ctx = new FakeAiContext();
var b = new BrainBuilder();
b.Entry("S");
AiStateFragments.Locomotion(b, "S", LocomotionMode.Patrol)
.To("Out").When(x => x.Sensor.InChaseZone(), "leave");
AiStateFragments.Terminal(b, "Out");
var rt = new AiRuntime(b.Build(), ctx);
Assert.AreEqual(LocomotionMode.Patrol, ctx.L.CurrentMode);
ctx.S.Chase = true;
rt.Tick(0.1f);
Assert.AreEqual("Out", rt.CurrentStateName);
CollectionAssert.Contains(ctx.L.Calls, "Stop"); // 离开时收尾
}
[Test]
public void Ability_InterruptsOnExit()
{
var ctx = new FakeAiContext();
var b = new BrainBuilder();
b.Entry("S");
AiStateFragments.Ability(b, "S", "atk")
.To("Out").When(x => x.Sensor.InChaseZone(), "leave");
AiStateFragments.Terminal(b, "Out");
var rt = new AiRuntime(b.Build(), ctx);
Assert.AreEqual("atk", ctx.C.Running);
ctx.S.Chase = true;
rt.Tick(0.1f);
Assert.AreEqual("Out", rt.CurrentStateName);
Assert.IsNull(ctx.C.Running); // InterruptAbilities() 已清空
}
[Test]
public void Ability_Throws_WhenAbilityIdEmpty()
{
var b = new BrainBuilder();
Assert.Throws<System.ArgumentException>(() => AiStateFragments.Ability(b, "S", ""));
}
[Test]
public void AbilityOnce_Throws_WhenAbilityIdNull()
{
var b = new BrainBuilder();
Assert.Throws<System.ArgumentException>(() => AiStateFragments.AbilityOnce(b, "S", null));
}
}
}