using NUnit.Framework; using ProjectM.Simulation; using Unity.Mathematics; 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); } } }