116 lines
4.4 KiB
C#
116 lines
4.4 KiB
C#
using NUnit.Framework;
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using ProjectM.Simulation;
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using Unity.Mathematics;
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namespace ProjectM.Tests
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{
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/// <summary>
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/// Pure-function tests for <see cref="EnemyAIMath"/> (no ECS world), mirroring PlayerSpawnRingTests /
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/// StatMathTests. Pins the deterministic Husk seek / strike / spawn-ring math the server AI relies on.
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/// </summary>
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public class EnemyAIMathTests
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{
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const float Eps = 1e-4f;
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[Test]
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public void SeekVelocity_MovesTowardTarget_AtSpeed()
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{
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var v = EnemyAIMath.SeekVelocity(new float3(0, 1, 0), new float3(10, 1, 0), 4f, 0.5f);
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Assert.AreEqual(4f, math.length(v), Eps);
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Assert.Greater(v.x, 0f);
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Assert.AreEqual(0f, v.y, Eps);
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Assert.AreEqual(0f, v.z, Eps);
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}
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[Test]
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public void SeekVelocity_IgnoresVerticalSeparation()
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{
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// Target directly above (same XZ) is within stop distance on the plane -> no movement.
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var v = EnemyAIMath.SeekVelocity(new float3(0, 0, 0), new float3(0, 50, 0), 4f, 0.5f);
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Assert.AreEqual(0f, math.length(v), Eps);
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}
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[Test]
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public void SeekVelocity_ZeroWithinStopDistance()
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{
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var v = EnemyAIMath.SeekVelocity(new float3(0, 1, 0), new float3(0.3f, 1, 0), 4f, 0.5f);
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Assert.AreEqual(0f, math.length(v), Eps);
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}
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[Test]
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public void InAttackRange_TrueInside_FalseOutside()
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{
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Assert.IsTrue(EnemyAIMath.InAttackRange(new float3(0, 1, 0), new float3(1.0f, 1, 0), 1.5f));
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Assert.IsFalse(EnemyAIMath.InAttackRange(new float3(0, 1, 0), new float3(2.0f, 1, 0), 1.5f));
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}
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[Test]
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public void InAttackRange_IgnoresVertical()
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{
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// Same XZ, large Y gap -> still in range on the plane.
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Assert.IsTrue(EnemyAIMath.InAttackRange(new float3(0, 0, 0), new float3(0, 99, 0), 1.5f));
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}
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[Test]
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public void RingPosition_OnRadius_AroundCenter()
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{
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var center = new float3(5, 1, -3);
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var p = EnemyAIMath.RingPosition(center, 0, 8, 6f);
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var d = p - center;
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Assert.AreEqual(6f, math.length(new float2(d.x, d.z)), Eps); // planar distance == radius
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Assert.AreEqual(center.y, p.y, Eps); // stays on the plane
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// index 0, slots 8 -> angle 0 -> offset (+radius, 0, 0)
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Assert.AreEqual(center.x + 6f, p.x, Eps);
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Assert.AreEqual(center.z, p.z, Eps);
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}
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[Test]
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public void RingPosition_Deterministic_And_Distinct()
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{
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var c = float3.zero;
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var a = EnemyAIMath.RingPosition(c, 1, 8, 4f);
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var b = EnemyAIMath.RingPosition(c, 1, 8, 4f);
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Assert.AreEqual(a.x, b.x, Eps);
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Assert.AreEqual(a.z, b.z, Eps);
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var other = EnemyAIMath.RingPosition(c, 2, 8, 4f);
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Assert.Greater(math.distance(a, other), 1e-3f);
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}
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[Test]
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public void SlideVelocity_RemovesIntoWallComponent()
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{
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// Moving +X into a wall whose normal is -X (facing the mover): the into-wall component is removed.
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var slid = EnemyAIMath.SlideVelocity(new float3(4, 0, 0), new float3(-1, 0, 0));
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Assert.AreEqual(0f, math.length(slid), Eps);
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}
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[Test]
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public void SlideVelocity_KeepsParallelComponent()
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{
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// Moving diagonally into a wall with normal -X: the +X part is clipped, the +Z part survives.
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var slid = EnemyAIMath.SlideVelocity(new float3(3, 0, 5), new float3(-1, 0, 0));
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Assert.AreEqual(0f, slid.x, Eps);
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Assert.AreEqual(5f, slid.z, Eps);
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Assert.AreEqual(0f, slid.y, Eps);
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}
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[Test]
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public void SlideVelocity_FlattensNormalToPlane()
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{
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// A normal with a Y tilt is flattened to XZ before projecting, so vertical tilt never leaks in.
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var slid = EnemyAIMath.SlideVelocity(new float3(2, 0, 0), new float3(-1, 5, 0));
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Assert.AreEqual(0f, slid.x, Eps);
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Assert.AreEqual(0f, slid.y, Eps);
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}
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[Test]
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public void SlideVelocity_DegenerateNormal_ReturnsInput()
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{
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var v = new float3(2, 0, 3);
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var slid = EnemyAIMath.SlideVelocity(v, float3.zero);
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Assert.AreEqual(v.x, slid.x, Eps);
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Assert.AreEqual(v.z, slid.z, Eps);
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}
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}
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}
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