118 lines
4.7 KiB
C#
118 lines
4.7 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 RushEngagementTests
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{
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const string Rest = "Rest";
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// 单独跑交战模块:手搓一个最小 rest 态,直接以交战入口为图入口。
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static AiRuntime RunAlone(RushEngagement m, FakeAiContext ctx)
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{
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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 OnLostTarget_CanEngage_IsChaseZoneOnly()
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{
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var m = new RushEngagement("rush", RushExit.OnLostTarget);
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var ctx = new FakeAiContext();
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ctx.C.CanUse = false; // 冷却中
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ctx.S.Chase = true;
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Assert.IsTrue(m.CanEngage(ctx)); // 不看冷却
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Assert.AreEqual("InChaseZone", m.EngageLabel);
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}
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[Test]
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public void Committed_CanEngage_AlsoRequiresOffCooldown()
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{
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var m = new RushEngagement("rush", RushExit.Committed);
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var ctx = new FakeAiContext();
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ctx.S.Chase = true;
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ctx.C.CanUse = false;
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Assert.IsFalse(m.CanEngage(ctx)); // CD 中不进
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ctx.C.CanUse = true;
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Assert.IsTrue(m.CanEngage(ctx));
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Assert.AreEqual("InChaseZone+offCD", m.EngageLabel);
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}
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[Test]
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public void OnLostTarget_ExitsWhenAllZonesLost()
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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(new RushEngagement("rush", RushExit.OnLostTarget), ctx);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
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rt.Tick(0.1f);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName); // 还在追逐区
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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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[Test]
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public void Committed_NotInterruptedByLosingTarget()
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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(new RushEngagement("rush", RushExit.Committed), ctx);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
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ctx.S.Chase = false; ctx.S.Vision = false; // 中途丢失感知
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rt.Tick(0.1f);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName); // 冲锋不被打断
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ctx.C.Running = null; // 冲锋跑完
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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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[Test]
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public void Build_Throws_WhenAbilityMissing()
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{
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var b = new BrainBuilder();
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AiStateFragments.Locomotion(b, Rest, LocomotionMode.Patrol);
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var m = new RushEngagement(); // 未配能力
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Assert.Throws<System.InvalidOperationException>(() => m.Build(b, Rest));
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}
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[Test]
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public void Committed_CooldownGate_BreaksRushRestThrashLoop()
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{
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// Committed 存在的全部理由:冲锋打完回未发现态后,若进入条件不带冷却门,
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// 下一帧仍在追逐区就会立刻再冲,形成 Rush↔Rest 每帧抖动。
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// 本用例补上骨架会挂的那条进入边,跑完整循环。
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var m = new RushEngagement("rush", RushExit.Committed);
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var ctx = new FakeAiContext();
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var b = new BrainBuilder();
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AiStateFragments.Locomotion(b, Rest, LocomotionMode.Patrol)
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.To(m.EntryState).When(m.CanEngage, m.EngageLabel); // 骨架的升级边
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m.Build(b, Rest);
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b.Entry(Rest);
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var rt = new AiRuntime(b.Build(), ctx);
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ctx.S.Chase = true; // 进追逐区且冷却就绪
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rt.Tick(0.1f);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
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ctx.C.Running = null; // 冲锋跑完
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ctx.C.CanUse = false; // 能力进入冷却
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rt.Tick(0.1f);
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Assert.AreEqual(Rest, rt.CurrentStateName);
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// 关键断言:仍在追逐区、但冷却未好 → 不得再冲(否则就是每帧抖动)
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rt.Tick(0.1f);
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rt.Tick(0.1f);
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Assert.AreEqual(Rest, rt.CurrentStateName);
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ctx.C.CanUse = true; // 冷却结束,仍在追逐区
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rt.Tick(0.1f);
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Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
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}
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}
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}
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