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

118 lines
4.7 KiB
C#

using NUnit.Framework;
using BaseGames.AI;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.AI
{
public class RushEngagementTests
{
const string Rest = "Rest";
// 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。
static AiRuntime RunAlone(RushEngagement m, FakeAiContext ctx)
{
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 OnLostTarget_CanEngage_IsChaseZoneOnly()
{
var m = new RushEngagement("rush", RushExit.OnLostTarget);
var ctx = new FakeAiContext();
ctx.C.CanUse = false; // 冷却中
ctx.S.Chase = true;
Assert.IsTrue(m.CanEngage(ctx)); // 不看冷却
Assert.AreEqual("InChaseZone", m.EngageLabel);
}
[Test]
public void Committed_CanEngage_AlsoRequiresOffCooldown()
{
var m = new RushEngagement("rush", RushExit.Committed);
var ctx = new FakeAiContext();
ctx.S.Chase = true;
ctx.C.CanUse = false;
Assert.IsFalse(m.CanEngage(ctx)); // CD 中不进
ctx.C.CanUse = true;
Assert.IsTrue(m.CanEngage(ctx));
Assert.AreEqual("InChaseZone+offCD", m.EngageLabel);
}
[Test]
public void OnLostTarget_ExitsWhenAllZonesLost()
{
var ctx = new FakeAiContext { };
ctx.S.Chase = true;
var rt = RunAlone(new RushEngagement("rush", RushExit.OnLostTarget), ctx);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
rt.Tick(0.1f);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName); // 还在追逐区
ctx.S.Chase = false; ctx.S.Vision = false;
rt.Tick(0.1f);
Assert.AreEqual(Rest, rt.CurrentStateName);
}
[Test]
public void Committed_NotInterruptedByLosingTarget()
{
var ctx = new FakeAiContext();
ctx.S.Chase = true;
var rt = RunAlone(new RushEngagement("rush", RushExit.Committed), ctx);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
ctx.S.Chase = false; ctx.S.Vision = false; // 中途丢失感知
rt.Tick(0.1f);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName); // 冲锋不被打断
ctx.C.Running = null; // 冲锋跑完
rt.Tick(0.1f);
Assert.AreEqual(Rest, rt.CurrentStateName);
}
[Test]
public void Build_Throws_WhenAbilityMissing()
{
var b = new BrainBuilder();
AiStateFragments.Locomotion(b, Rest, LocomotionMode.Patrol);
var m = new RushEngagement(); // 未配能力
Assert.Throws<System.InvalidOperationException>(() => m.Build(b, Rest));
}
[Test]
public void Committed_CooldownGate_BreaksRushRestThrashLoop()
{
// 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,
// 下一帧仍在追逐区就会立刻再冲,形成 Rush↔Rest 每帧抖动。
// 本用例补上骨架会挂的那条进入边,跑完整循环。
var m = new RushEngagement("rush", RushExit.Committed);
var ctx = new FakeAiContext();
var b = new BrainBuilder();
AiStateFragments.Locomotion(b, Rest, LocomotionMode.Patrol)
.To(m.EntryState).When(m.CanEngage, m.EngageLabel); // 骨架的升级边
m.Build(b, Rest);
b.Entry(Rest);
var rt = new AiRuntime(b.Build(), ctx);
ctx.S.Chase = true; // 进追逐区且冷却就绪
rt.Tick(0.1f);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
ctx.C.Running = null; // 冲锋跑完
ctx.C.CanUse = false; // 能力进入冷却
rt.Tick(0.1f);
Assert.AreEqual(Rest, rt.CurrentStateName);
// 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)
rt.Tick(0.1f);
rt.Tick(0.1f);
Assert.AreEqual(Rest, rt.CurrentStateName);
ctx.C.CanUse = true; // 冷却结束,仍在追逐区
rt.Tick(0.1f);
Assert.AreEqual(RushEngagement.Rush, rt.CurrentStateName);
}
}
}