using NUnit.Framework; using ProjectM.Simulation; using Unity.Mathematics; using Unity.Collections; namespace ProjectM.Tests { /// /// Pure-function tests for (no ECS world), mirroring PlayerSpawnRingTests / /// StatMathTests. Pins the deterministic Husk seek / strike / spawn-ring math the server AI relies on. /// public class EnemyAIMathTests { const float Eps = 1e-4f; [Test] public void SeekVelocity_MovesTowardTarget_AtSpeed() { var v = EnemyAIMath.SeekVelocity(new float3(0, 1, 0), new float3(10, 1, 0), 4f, 0.5f); Assert.AreEqual(4f, math.length(v), Eps); Assert.Greater(v.x, 0f); Assert.AreEqual(0f, v.y, Eps); Assert.AreEqual(0f, v.z, Eps); } [Test] public void SeekVelocity_IgnoresVerticalSeparation() { // Target directly above (same XZ) is within stop distance on the plane -> no movement. var v = EnemyAIMath.SeekVelocity(new float3(0, 0, 0), new float3(0, 50, 0), 4f, 0.5f); Assert.AreEqual(0f, math.length(v), Eps); } [Test] public void SeekVelocity_ZeroWithinStopDistance() { var v = EnemyAIMath.SeekVelocity(new float3(0, 1, 0), new float3(0.3f, 1, 0), 4f, 0.5f); Assert.AreEqual(0f, math.length(v), Eps); } [Test] public void InAttackRange_TrueInside_FalseOutside() { Assert.IsTrue(EnemyAIMath.InAttackRange(new float3(0, 1, 0), new float3(1.0f, 1, 0), 1.5f)); Assert.IsFalse(EnemyAIMath.InAttackRange(new float3(0, 1, 0), new float3(2.0f, 1, 0), 1.5f)); } [Test] public void InAttackRange_IgnoresVertical() { // Same XZ, large Y gap -> still in range on the plane. Assert.IsTrue(EnemyAIMath.InAttackRange(new float3(0, 0, 0), new float3(0, 99, 0), 1.5f)); } [Test] public void RingPosition_OnRadius_AroundCenter() { var center = new float3(5, 1, -3); var p = EnemyAIMath.RingPosition(center, 0, 8, 6f); var d = p - center; Assert.AreEqual(6f, math.length(new float2(d.x, d.z)), Eps); // planar distance == radius Assert.AreEqual(center.y, p.y, Eps); // stays on the plane // index 0, slots 8 -> angle 0 -> offset (+radius, 0, 0) Assert.AreEqual(center.x + 6f, p.x, Eps); Assert.AreEqual(center.z, p.z, Eps); } [Test] public void RingPosition_Deterministic_And_Distinct() { var c = float3.zero; var a = EnemyAIMath.RingPosition(c, 1, 8, 4f); var b = EnemyAIMath.RingPosition(c, 1, 8, 4f); Assert.AreEqual(a.x, b.x, Eps); Assert.AreEqual(a.z, b.z, Eps); var other = EnemyAIMath.RingPosition(c, 2, 8, 4f); Assert.Greater(math.distance(a, other), 1e-3f); } [Test] public void SlideVelocity_RemovesIntoWallComponent() { // Moving +X into a wall whose normal is -X (facing the mover): the into-wall component is removed. var slid = EnemyAIMath.SlideVelocity(new float3(4, 0, 0), new float3(-1, 0, 0)); Assert.AreEqual(0f, math.length(slid), Eps); } [Test] public void SlideVelocity_KeepsParallelComponent() { // Moving diagonally into a wall with normal -X: the +X part is clipped, the +Z part survives. var slid = EnemyAIMath.SlideVelocity(new float3(3, 0, 5), new float3(-1, 0, 0)); Assert.AreEqual(0f, slid.x, Eps); Assert.AreEqual(5f, slid.z, Eps); Assert.AreEqual(0f, slid.y, Eps); } [Test] public void SlideVelocity_FlattensNormalToPlane() { // A normal with a Y tilt is flattened to XZ before projecting, so vertical tilt never leaks in. var slid = EnemyAIMath.SlideVelocity(new float3(2, 0, 0), new float3(-1, 5, 0)); Assert.AreEqual(0f, slid.x, Eps); Assert.AreEqual(0f, slid.y, Eps); } [Test] public void SlideVelocity_DegenerateNormal_ReturnsInput() { var v = new float3(2, 0, 3); var slid = EnemyAIMath.SlideVelocity(v, float3.zero); Assert.AreEqual(v.x, slid.x, Eps); Assert.AreEqual(v.z, slid.z, Eps); } // ---- EB-1 fortress aggro: PickWeightedNearest ---- [Test] public void PickWeightedNearest_NoStructures_PicksNearestPlayer() { using var players = new NativeList(Allocator.Temp); using var structs = new NativeList(Allocator.Temp); players.Add(new float3(10, 0, 0)); players.Add(new float3(3, 0, 0)); EnemyAIMath.PickWeightedNearest(float3.zero, players, structs, 0.7f, out bool isStruct, out int idx); Assert.IsFalse(isStruct); Assert.AreEqual(1, idx, "nearest player is index 1 (dist 3)"); } [Test] public void PickWeightedNearest_PrefersStructure_WhenWeightShrinksItsDistance() { using var players = new NativeList(Allocator.Temp); using var structs = new NativeList(Allocator.Temp); players.Add(new float3(8, 0, 0)); // effective 8 structs.Add(new float3(10, 0, 0)); // 10 * weight 0.5 = effective 5 < 8 EnemyAIMath.PickWeightedNearest(float3.zero, players, structs, 0.5f, out bool isStruct, out int idx); Assert.IsTrue(isStruct, "a weighted structure (10*0.5=5) beats a player at 8 -> Husks push for structures"); Assert.AreEqual(0, idx); } [Test] public void PickWeightedNearest_PlayerInTheWay_WinsOverWeightedStructure() { using var players = new NativeList(Allocator.Temp); using var structs = new NativeList(Allocator.Temp); players.Add(new float3(2, 0, 0)); // a player right in the way (dist 2) structs.Add(new float3(10, 0, 0)); // 10 * 0.7 = effective 7 > 2 EnemyAIMath.PickWeightedNearest(float3.zero, players, structs, 0.7f, out bool isStruct, out int idx); Assert.IsFalse(isStruct, "a player closer than the weighted structure distance wins (attack the one in the way)"); Assert.AreEqual(0, idx); } [Test] public void PickWeightedNearest_OnlyStructures_RazesTheUndefendedBase() { using var players = new NativeList(Allocator.Temp); using var structs = new NativeList(Allocator.Temp); structs.Add(new float3(0, 0, 12)); EnemyAIMath.PickWeightedNearest(float3.zero, players, structs, 0.7f, out bool isStruct, out int idx); Assert.IsTrue(isStruct, "with no players, a Husk targets a structure (razes the undefended base)"); Assert.AreEqual(0, idx); } [Test] public void PickWeightedNearest_NoTargets_ReturnsMinusOne() { using var players = new NativeList(Allocator.Temp); using var structs = new NativeList(Allocator.Temp); EnemyAIMath.PickWeightedNearest(float3.zero, players, structs, 0.7f, out bool isStruct, out int idx); Assert.AreEqual(-1, idx); } // ---- Region-aware PickWeightedNearest (Slice 3: per-region target filter, DR-040 BLOCKER 1) ---- [Test] public void PickWeightedNearest_Region_BaseHusk_PicksBasePlayer_IgnoringCloserExpedition() { using var players = new NativeList(Allocator.Temp); using var pRegions = new NativeList(Allocator.Temp); using var structs = new NativeList(Allocator.Temp); using var sRegions = new NativeList(Allocator.Temp); players.Add(new float3(10, 0, 0)); pRegions.Add(RegionId.Base); // base player, far players.Add(new float3(3, 0, 0)); pRegions.Add(RegionId.Expedition); // expedition player, closer EnemyAIMath.PickWeightedNearest(float3.zero, players, pRegions, structs, sRegions, RegionId.Base, 0.7f, out bool isStruct, out int idx); Assert.IsFalse(isStruct); Assert.AreEqual(0, idx, "a base Husk targets the base player (idx 0), never the closer expedition player across the gap"); } [Test] public void PickWeightedNearest_Region_ExpeditionHusk_PicksExpeditionPlayer() { using var players = new NativeList(Allocator.Temp); using var pRegions = new NativeList(Allocator.Temp); using var structs = new NativeList(Allocator.Temp); using var sRegions = new NativeList(Allocator.Temp); players.Add(new float3(10, 0, 0)); pRegions.Add(RegionId.Base); players.Add(new float3(3, 0, 0)); pRegions.Add(RegionId.Expedition); EnemyAIMath.PickWeightedNearest(float3.zero, players, pRegions, structs, sRegions, RegionId.Expedition, 0.7f, out bool isStruct, out int idx); Assert.IsFalse(isStruct); Assert.AreEqual(1, idx, "an expedition Husk targets the expedition player (idx 1)"); } [Test] public void PickWeightedNearest_Region_ExpeditionHusk_NoExpeditionTarget_ReturnsMinusOne() { using var players = new NativeList(Allocator.Temp); using var pRegions = new NativeList(Allocator.Temp); using var structs = new NativeList(Allocator.Temp); using var sRegions = new NativeList(Allocator.Temp); players.Add(new float3(3, 0, 0)); pRegions.Add(RegionId.Base); // only a base player structs.Add(new float3(5, 0, 0)); sRegions.Add(RegionId.Base); // only a base structure EnemyAIMath.PickWeightedNearest(float3.zero, players, pRegions, structs, sRegions, RegionId.Expedition, 0.7f, out bool isStruct, out int idx); Assert.AreEqual(-1, idx, "an expedition Husk with only base targets finds nothing in-region -> idles (no Core fallback)"); } [Test] public void PickWeightedNearest_Region_BaseHusk_StillRazesBaseStructures() { using var players = new NativeList(Allocator.Temp); using var pRegions = new NativeList(Allocator.Temp); using var structs = new NativeList(Allocator.Temp); using var sRegions = new NativeList(Allocator.Temp); structs.Add(new float3(0, 0, 12)); sRegions.Add(RegionId.Base); EnemyAIMath.PickWeightedNearest(float3.zero, players, pRegions, structs, sRegions, RegionId.Base, 0.7f, out bool isStruct, out int idx); Assert.IsTrue(isStruct, "a base Husk still targets a base structure (the fortress-aggro path is unchanged in-region)"); Assert.AreEqual(0, idx); } } }