Files
zeling_v2/Assets/Tests/EditMode/AI/AiStateFragmentsTests.cs
T

141 lines
5.1 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));
}
[Test]
public void Fragments_Throw_WhenTwoModulesDeclareSameState()
{
// 守卫存在的真正理由:两个独立模块取了同名状态时,
// 后者的回调会静默覆盖前者。经原语声明必须直接报错。
var b = new BrainBuilder();
AiStateFragments.Locomotion(b, "Idle", LocomotionMode.Idle);
var ex = Assert.Throws<System.InvalidOperationException>(
() => AiStateFragments.Locomotion(b, "Idle", LocomotionMode.Patrol));
StringAssert.Contains("Idle", ex.Message);
}
[Test]
public void Fragments_Throw_WhenDifferentFragmentKindsCollide()
{
// 跨层撞名同样要挡:未发现层的 Locomotion 态与死亡层的 Ability 态重名。
var b = new BrainBuilder();
AiStateFragments.Locomotion(b, "Shared", LocomotionMode.Patrol);
Assert.Throws<System.InvalidOperationException>(
() => AiStateFragments.Ability(b, "Shared", "atk"));
}
}
}