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。
93 lines
3.4 KiB
C#
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
|
|
}
|
|
}
|
|
}
|