Files
zeling_v2/Assets/Tests/EditMode/Enemies/StallDetectorTests.cs
T

84 lines
2.7 KiB
C#

using NUnit.Framework;
using BaseGames.Enemies;
namespace BaseGames.Tests.EditMode.Enemies
{
/// <summary>
/// StallDetector:窗口内净位移不足即判停滞。
/// 该逻辑原本在 3 处各写一遍(巡逻 Pace / 导航层 / 冲锋),此处集中钉住行为。
/// </summary>
public class StallDetectorTests
{
const float Window = 0.5f, MinProgress = 0.05f;
[Test]
public void BeforeWindowElapses_NeverStalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(0f, 0.1f)); // 完全没动,但窗口未到
Assert.IsFalse(d.Tick(0f, 0.1f));
}
[Test]
public void NoProgressOverWindow_Stalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(0f, 0.4f));
Assert.IsTrue (d.Tick(0f, 0.2f)); // 累计 0.6s ≥ 窗口,净位移 0
}
[Test]
public void EnoughProgressOverWindow_NotStalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(1f, 0.6f)); // 位移 1m 远超阈值
}
[Test]
public void ProgressJustBelowThreshold_Stalled()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsTrue(d.Tick(0.04f, 0.6f)); // 0.04 < 0.05
}
[Test]
public void ProgressCountsBothDirections()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsFalse(d.Tick(-1f, 0.6f)); // 向左移动同样算推进
}
[Test]
public void AfterStalled_WindowRestartsFromCurrentPosition()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
Assert.IsTrue (d.Tick(0f, 0.6f)); // 第一次判停滞
Assert.IsFalse(d.Tick(0f, 0.1f)); // 窗口已重开,未到期
Assert.IsTrue (d.Tick(0f, 0.6f)); // 再次到期且仍无推进
}
[Test]
public void Reset_ClearsAccumulatedTime()
{
var d = new StallDetector(Window, MinProgress);
d.Reset(0f);
d.Tick(0f, 0.4f);
d.Reset(0f); // 重开窗口
Assert.IsFalse(d.Tick(0f, 0.2f)); // 只累计了 0.2s
}
[Test]
public void WithoutReset_FirstTickInitializes()
{
var d = new StallDetector(Window, MinProgress);
Assert.IsFalse(d.Tick(5f, 1f)); // 未 Reset 时首帧只做初始化,不误判
}
}
}