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。
111 lines
4.2 KiB
C#
111 lines
4.2 KiB
C#
using NUnit.Framework;
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using BaseGames.AI;
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using BaseGames.Enemies;
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namespace BaseGames.Tests.EditMode.AI
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{
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public class ApproachAttackEngagementTests
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{
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const string Rest = "Rest";
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static AiRuntime RunAlone(FakeAiContext ctx)
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{
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var m = new ApproachAttackEngagement();
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var b = new BrainBuilder();
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AiStateFragments.Locomotion(b, Rest, LocomotionMode.Patrol);
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m.Build(b, Rest);
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b.Entry(m.EntryState);
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return new AiRuntime(b.Build(), ctx);
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}
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[Test]
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public void Approach_PursuesLastKnown()
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{
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var ctx = new FakeAiContext();
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ctx.S.Chase = true;
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ctx.S.Last = new UnityEngine.Vector2(5f, 1f);
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RunAlone(ctx);
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Assert.AreEqual(new UnityEngine.Vector2(5f, 1f), ctx.L.PursuedTo);
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}
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[Test]
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public void Approach_ToAttack_WhenEligibleAttackExists()
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{
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var ctx = new FakeAiContext();
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ctx.S.Chase = true;
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var rt = RunAlone(ctx);
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Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName);
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ctx.C.Eligible = true;
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rt.Tick(0.1f);
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Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName);
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CollectionAssert.Contains(ctx.C.Used, "best");
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}
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[Test]
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public void Attack_BackToApproach_WhenAbilityDone()
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{
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var ctx = new FakeAiContext();
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ctx.S.Chase = true; ctx.C.Eligible = true;
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var rt = RunAlone(ctx);
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rt.Tick(0.1f);
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Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName);
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ctx.C.Running = null; // 招式打完
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rt.Tick(0.1f);
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Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName);
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}
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[Test]
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public void Approach_ExitsToRest_WhenAllZonesLost()
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{
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var ctx = new FakeAiContext();
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ctx.S.Chase = true;
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var rt = RunAlone(ctx);
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ctx.S.Chase = false; ctx.S.Vision = false;
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rt.Tick(0.1f);
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Assert.AreEqual(Rest, rt.CurrentStateName);
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}
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// 有意的行为变更:攻击起手后打完,不中途收招
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[Test]
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public void Attack_CompletesEvenWhenPlayerLeavesAllZones()
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{
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var ctx = new FakeAiContext();
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ctx.S.Chase = true; ctx.C.Eligible = true;
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var rt = RunAlone(ctx);
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rt.Tick(0.1f);
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Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName);
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ctx.S.Chase = false; ctx.S.Vision = false; // 前摇中玩家跑掉
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// 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,
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// HasEligibleAttack() 会随之变假。FakeCombat.Eligible 是裸字段不会联动,这里手工对齐。
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ctx.C.Eligible = false;
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rt.Tick(0.1f);
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Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName); // 不中途收招
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ctx.C.Running = null; // 招式打完
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rt.Tick(0.1f);
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Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName);
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rt.Tick(0.1f);
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Assert.AreEqual(Rest, rt.CurrentStateName); // 再经 Approach 自然脱战
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}
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[Test]
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public void Attack_SelfHealsToApproach_WhenNothingActuallyTriggered()
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{
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// 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"。
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// 若该不变量被破坏,敌人会永久卡在 Attack 里出不来。
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var ctx = new FakeAiContext();
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ctx.S.Chase = true;
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ctx.C.Eligible = true;
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ctx.C.BestAttackFails = true; // 够得着,但触发失败
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var rt = RunAlone(ctx);
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rt.Tick(0.1f);
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Assert.AreEqual(ApproachAttackEngagement.Attack, rt.CurrentStateName);
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Assert.IsNull(ctx.C.Running); // 什么都没启动
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rt.Tick(0.1f);
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Assert.AreEqual(ApproachAttackEngagement.Approach, rt.CurrentStateName); // 下一帧自愈
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}
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}
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}
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