66edbdec69
10 new EditMode tests (312 total, all green): HealthApplyDamage destroys a Destructible at 0 + a wounded structure survives clamped; PickWeightedNearest x5 (player-only, structure-preferred-by-weight, player-in-the-way wins, raze undefended base, no targets); persistence (StructureSave.HP round-trip + writes v3, v2 in the load floor, SaveApply.ToPending maps the wounded HP - the staging-copy bug the pre-code review caught); + the StructureAggroWeight default pin. See DR-032. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
175 lines
7.4 KiB
C#
175 lines
7.4 KiB
C#
using NUnit.Framework;
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using ProjectM.Simulation;
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using Unity.Mathematics;
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using Unity.Collections;
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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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// ---- EB-1 fortress aggro: PickWeightedNearest ----
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[Test]
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public void PickWeightedNearest_NoStructures_PicksNearestPlayer()
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{
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using var players = new NativeList<float3>(Allocator.Temp);
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using var structs = new NativeList<float3>(Allocator.Temp);
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players.Add(new float3(10, 0, 0));
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players.Add(new float3(3, 0, 0));
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EnemyAIMath.PickWeightedNearest(float3.zero, players, structs, 0.7f, out bool isStruct, out int idx);
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Assert.IsFalse(isStruct);
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Assert.AreEqual(1, idx, "nearest player is index 1 (dist 3)");
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}
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[Test]
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public void PickWeightedNearest_PrefersStructure_WhenWeightShrinksItsDistance()
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{
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using var players = new NativeList<float3>(Allocator.Temp);
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using var structs = new NativeList<float3>(Allocator.Temp);
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players.Add(new float3(8, 0, 0)); // effective 8
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structs.Add(new float3(10, 0, 0)); // 10 * weight 0.5 = effective 5 < 8
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EnemyAIMath.PickWeightedNearest(float3.zero, players, structs, 0.5f, out bool isStruct, out int idx);
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Assert.IsTrue(isStruct, "a weighted structure (10*0.5=5) beats a player at 8 -> Husks push for structures");
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Assert.AreEqual(0, idx);
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}
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[Test]
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public void PickWeightedNearest_PlayerInTheWay_WinsOverWeightedStructure()
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{
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using var players = new NativeList<float3>(Allocator.Temp);
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using var structs = new NativeList<float3>(Allocator.Temp);
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players.Add(new float3(2, 0, 0)); // a player right in the way (dist 2)
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structs.Add(new float3(10, 0, 0)); // 10 * 0.7 = effective 7 > 2
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EnemyAIMath.PickWeightedNearest(float3.zero, players, structs, 0.7f, out bool isStruct, out int idx);
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Assert.IsFalse(isStruct, "a player closer than the weighted structure distance wins (attack the one in the way)");
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Assert.AreEqual(0, idx);
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}
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[Test]
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public void PickWeightedNearest_OnlyStructures_RazesTheUndefendedBase()
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{
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using var players = new NativeList<float3>(Allocator.Temp);
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using var structs = new NativeList<float3>(Allocator.Temp);
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structs.Add(new float3(0, 0, 12));
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EnemyAIMath.PickWeightedNearest(float3.zero, players, structs, 0.7f, out bool isStruct, out int idx);
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Assert.IsTrue(isStruct, "with no players, a Husk targets a structure (razes the undefended base)");
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Assert.AreEqual(0, idx);
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}
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[Test]
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public void PickWeightedNearest_NoTargets_ReturnsMinusOne()
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{
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using var players = new NativeList<float3>(Allocator.Temp);
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using var structs = new NativeList<float3>(Allocator.Temp);
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EnemyAIMath.PickWeightedNearest(float3.zero, players, structs, 0.7f, out bool isStruct, out int idx);
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Assert.AreEqual(-1, idx);
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}
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}
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}
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