Files
zeling_v2/Assets/Tests/EditMode/AI/ApproachAttackEngagementTests.cs
T
joywayer 3d00c66677 test(enemy): 补测 Attack 单出边的自愈路径,写明边序依赖的射程前提
Approach 边序注释:attackInRange 先于 leftAllZones 的前提是攻击射程恒小于
感知区(EnemyAttackSelector.Eligible 的 InAttackRange 门),故两条件不会相争;
若未来出现射程更大的招式,应由 AI 配方校验器报错,而非靠调边序绕开。

FakeCombat 新增 BestAttackFails 开关(与 Eligible 解耦),补测 Attack 唯一出边
attackDone 的自愈不变量:UseBestAttack 触发失败时不留下运行中能力,下一帧即可
自愈回 Approach,不会永久卡死。
2026-07-29 13:08:46 +08:00

111 lines
4.2 KiB
C#

using NUnit.Framework;
using BaseGames.AI;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.AI
{
public class ApproachAttackEngagementTests
{
const string Rest = "Rest";
static AiRuntime RunAlone(FakeAiContext ctx)
{
var m = new ApproachAttackEngagement();
var b = new BrainBuilder();
AiStateFragments.Locomotion(b, Rest, LocomotionMode.Patrol);
m.Build(b, Rest);
b.Entry(m.EntryState);
return new AiRuntime(b.Build(), ctx);
}
[Test]
public void Approach_PursuesLastKnown()
{
var ctx = new FakeAiContext();
ctx.S.Chase = true;
ctx.S.Last = new UnityEngine.Vector2(5f, 1f);
RunAlone(ctx);
Assert.AreEqual(new UnityEngine.Vector2(5f, 1f), ctx.L.PursuedTo);
}
[Test]
public void Approach_ToAttack_WhenEligibleAttackExists()
{
var ctx = new FakeAiContext();
ctx.S.Chase = true;
var rt = RunAlone(ctx);
Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName);
ctx.C.Eligible = true;
rt.Tick(0.1f);
Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName);
CollectionAssert.Contains(ctx.C.Used, "best");
}
[Test]
public void Attack_BackToApproach_WhenAbilityDone()
{
var ctx = new FakeAiContext();
ctx.S.Chase = true; ctx.C.Eligible = true;
var rt = RunAlone(ctx);
rt.Tick(0.1f);
Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName);
ctx.C.Running = null; // 招式打完
rt.Tick(0.1f);
Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName);
}
[Test]
public void Approach_ExitsToRest_WhenAllZonesLost()
{
var ctx = new FakeAiContext();
ctx.S.Chase = true;
var rt = RunAlone(ctx);
ctx.S.Chase = false; ctx.S.Vision = false;
rt.Tick(0.1f);
Assert.AreEqual(Rest, rt.CurrentStateName);
}
// 有意的行为变更:攻击起手后打完,不中途收招
[Test]
public void Attack_CompletesEvenWhenPlayerLeavesAllZones()
{
var ctx = new FakeAiContext();
ctx.S.Chase = true; ctx.C.Eligible = true;
var rt = RunAlone(ctx);
rt.Tick(0.1f);
Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName);
ctx.S.Chase = false; ctx.S.Vision = false; // 前摇中玩家跑掉
// 真实系统里攻击射程远小于感知区,脱离全部感知区必然也脱离攻击射程,
// HasEligibleAttack() 会随之变假。FakeCombat.Eligible 是裸字段不会联动,这里手工对齐。
ctx.C.Eligible = false;
rt.Tick(0.1f);
Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName); // 不中途收招
ctx.C.Running = null; // 招式打完
rt.Tick(0.1f);
Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName);
rt.Tick(0.1f);
Assert.AreEqual(Rest, rt.CurrentStateName); // 再经 Approach 自然脱战
}
[Test]
public void Attack_SelfHealsToApproach_WhenNothingActuallyTriggered()
{
// Attack 只有 attackDone 一条出边,安全性依赖:"UseBestAttack 失败时不会留下运行中的能力"。
// 若该不变量被破坏,敌人会永久卡在 Attack 里出不来。
var ctx = new FakeAiContext();
ctx.S.Chase = true;
ctx.C.Eligible = true;
ctx.C.BestAttackFails = true; // 够得着,但触发失败
var rt = RunAlone(ctx);
rt.Tick(0.1f);
Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName);
Assert.IsNull(ctx.C.Running); // 什么都没启动
rt.Tick(0.1f);
Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName); // 下一帧自愈
}
}
}