Files
zeling_v2/Assets/Tests/EditMode/AI/ApproachAttackEngagementTests.cs
T
joywayer 9d632cd103 fix(enemy): 退回 Approach 边序——脱战优先属假件失真,改由测试贴合真实射程语义
HasEligibleAttack() 只看攻击射程圆(远小于追击/视野区),脱离全部感知区在真实系统里
必然已脱离攻击射程,原顺序(attackInRange 先于 leftAllZones)本就正确。
FakeCombat.Eligible 是裸字段不会随 Chase/Vision 联动,才让上一版看似需要调边序。
改法:边序退回原样,测试里玩家离开感知区时手工同步清 Eligible,贴合真实耦合关系。
2026-07-29 12:59:07 +08:00

93 lines
3.4 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
}
}
}