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Project-M/Assets/_Project/Tests/EditMode/EnemyAIMathTests.cs
T
2026-06-07 22:29:25 -07:00

116 lines
4.4 KiB
C#

using NUnit.Framework;
using ProjectM.Simulation;
using Unity.Mathematics;
namespace ProjectM.Tests
{
/// <summary>
/// Pure-function tests for <see cref="EnemyAIMath"/> (no ECS world), mirroring PlayerSpawnRingTests /
/// StatMathTests. Pins the deterministic Husk seek / strike / spawn-ring math the server AI relies on.
/// </summary>
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);
}
}
}