acdream/tests/AcDream.Runtime.Tests/Gameplay/RuntimeCombatAttackStateTests.cs
Erik 20df9d155d refactor(runtime): own combat and magic intent
Move attack build/repeat state, combat-mode policy, authoritative auto-target transitions, and spell-cast intent beneath RuntimeActionState. Keep App as the input, world-query, DAT-policy, transport, and presentation adapter while preserving retail request and busy ordering. Add direct/graphical parity, reset, failure, and instance-isolation coverage.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 11:56:40 +02:00

264 lines
8.3 KiB
C#

using AcDream.Core.Combat;
using AcDream.Runtime.Gameplay;
namespace AcDream.Runtime.Tests.Gameplay;
public sealed class RuntimeCombatAttackStateTests
{
[Fact]
public void NormalStance_ChargesLinearlyOverOneSecond_AndReleaseSendsCurrentPower()
{
double now = 10d;
var sent = new List<(AttackHeight Height, float Power)>();
var combat = new CombatState();
using var controller = Create(combat, () => now, sent);
combat.SetCombatMode(CombatMode.Melee);
controller.PressAttack(AttackHeight.High);
now = 10.5d;
Assert.Equal(0.5f, controller.PowerBarLevel, 3);
controller.ReleaseAttack();
var attack = Assert.Single(sent);
Assert.Equal(AttackHeight.High, attack.Height);
Assert.Equal(0.5f, attack.Power, 3);
}
[Fact]
public void DualWieldStance_UsesRetailPointEightSecondPowerUpTime()
{
double now = 3d;
var combat = new CombatState();
using var controller = Create(
combat,
() => now,
[],
isDualWield: () => true);
combat.SetCombatMode(CombatMode.Melee);
controller.PressAttack(AttackHeight.Medium);
now = 3.4d;
Assert.Equal(0.5f, controller.PowerBarLevel, 3);
}
[Fact]
public void EarlyRelease_CommitsOnUseTimeTickAtReleasedPower()
{
double now = 0d;
var sent = new List<(AttackHeight Height, float Power)>();
var combat = new CombatState();
using var controller = Create(combat, () => now, sent);
combat.SetCombatMode(CombatMode.Missile);
controller.SetDesiredPower(1f);
controller.PressAttack(AttackHeight.Low);
now = 0.25d;
controller.ReleaseAttack();
Assert.Empty(sent);
now = 0.26d;
controller.Tick();
var attack = Assert.Single(sent);
Assert.Equal(AttackHeight.Low, attack.Height);
Assert.Equal(0.25f, attack.Power, 3);
}
[Fact]
public void HoldBinding_UsesPressAndReleaseTransitions()
{
double now = 1d;
var sent = new List<(AttackHeight Height, float Power)>();
var combat = new CombatState();
using var controller = Create(combat, () => now, sent);
combat.SetCombatMode(CombatMode.Melee);
Assert.True(controller.HandleCommand(new RuntimeCombatAttackInput(
RuntimeCombatAttackCommand.LowAttack,
RuntimeInputActivation.Press)));
now = 1.5d;
Assert.True(controller.HandleCommand(new RuntimeCombatAttackInput(
RuntimeCombatAttackCommand.LowAttack,
RuntimeInputActivation.Release)));
Assert.Equal(AttackHeight.Low, Assert.Single(sent).Height);
}
[Fact]
public void LeavingTargetedCombat_CancelsAnActiveBuild()
{
double now = 0d;
var combat = new CombatState();
using var controller = Create(combat, () => now, []);
combat.SetCombatMode(CombatMode.Melee);
controller.PressAttack(AttackHeight.Medium);
now = 0.4d;
combat.SetCombatMode(CombatMode.NonCombat);
Assert.False(controller.BuildInProgress);
Assert.False(controller.AttackRequestInProgress);
Assert.Equal(0f, controller.PowerBarLevel);
}
[Fact]
public void RequestWaitsUntilPlayerReachesReadyStanceBeforeBuilding()
{
double now = 0d;
bool ready = false;
var combat = new CombatState();
using var controller = new RuntimeCombatAttackState(
combat,
() => true,
(_, _) => true,
playerReadyForAttack: () => ready,
now: () => now);
combat.SetCombatMode(CombatMode.Missile);
controller.PressAttack(AttackHeight.High);
Assert.True(controller.AttackRequestInProgress);
Assert.False(controller.BuildInProgress);
ready = true;
now = 5d;
controller.Tick();
Assert.True(controller.BuildInProgress);
Assert.Equal(0f, controller.PowerBarLevel);
}
[Fact]
public void MovementAbort_DuringRepeat_SendsCancelAndPreventsNextAttack()
{
double now = 20d;
int cancels = 0;
var sent = new List<(AttackHeight Height, float Power)>();
var combat = new CombatState();
using var controller = new RuntimeCombatAttackState(
combat,
canStartAttack: () => true,
sendAttack: (height, power) =>
{
sent.Add((height, power));
return true;
},
sendCancelAttack: () => cancels++,
autoRepeatAttack: () => true,
now: () => now);
combat.SetCombatMode(CombatMode.Melee);
controller.PressAttack(AttackHeight.Medium);
now += 0.5d;
controller.ReleaseAttack();
Assert.Single(sent);
controller.HandleCommand(new RuntimeCombatAttackInput(
RuntimeCombatAttackCommand.AbortForMovement,
RuntimeInputActivation.Press));
combat.OnAttackDone(1u, 0u);
Assert.Equal(1, cancels);
Assert.Single(sent);
Assert.False(controller.BuildInProgress);
Assert.Equal(0f, controller.PowerBarLevel);
}
[Fact]
public void MovementAbort_WhileIdle_DoesNotSendCancel()
{
int cancels = 0;
var combat = new CombatState();
using var controller = new RuntimeCombatAttackState(
combat,
canStartAttack: () => true,
sendAttack: (_, _) => true,
sendCancelAttack: () => cancels++);
controller.AbortAutomaticAttack();
Assert.Equal(0, cancels);
}
[Fact]
public void StartAttackRequest_PreparesPlayerMovementBeforePowerBuild()
{
var events = new List<string>();
var combat = new CombatState();
RuntimeCombatAttackState? controller = null;
controller = new RuntimeCombatAttackState(
combat,
canStartAttack: () => true,
sendAttack: (_, _) =>
{
events.Add("send");
return true;
},
prepareAttackRequest: () =>
{
Assert.True(controller!.AttackRequestInProgress);
Assert.Equal(1f, controller.RequestedAttackPower);
events.Add("prepare");
});
using (controller)
{
combat.SetCombatMode(CombatMode.Missile);
controller.SetDesiredPower(0f);
controller.PressAttack(AttackHeight.Medium);
Assert.Equal(new[] { "prepare" }, events);
Assert.True(controller.AttackRequestInProgress);
Assert.True(controller.BuildInProgress);
controller.ReleaseAttack();
Assert.Equal(new[] { "prepare", "send" }, events);
}
}
[Fact]
public void ResetSession_RestoresRetailBeginDefaultsWithoutSendingCancel()
{
double now = 1d;
int cancels = 0;
var combat = new CombatState();
using var controller = new RuntimeCombatAttackState(
combat,
canStartAttack: () => true,
sendAttack: (_, _) => true,
sendCancelAttack: () => cancels++,
now: () => now);
combat.SetCombatMode(CombatMode.Melee);
controller.SetDesiredPower(1f);
controller.PressAttack(AttackHeight.High);
now = 1.5d;
controller.ResetSession();
Assert.False(controller.AttackRequestInProgress);
Assert.False(controller.BuildInProgress);
Assert.Equal(0f, controller.RequestedAttackPower);
Assert.Equal(0f, controller.PowerBarLevel);
Assert.Equal(AttackHeight.Medium, controller.RequestedHeight);
Assert.Equal(RuntimeCombatAttackState.InitialDesiredPower, controller.DesiredPower);
Assert.Equal(0, cancels);
}
private static RuntimeCombatAttackState Create(
CombatState combat,
Func<double> now,
List<(AttackHeight Height, float Power)> sent,
Func<bool>? isDualWield = null)
=> new(
combat,
canStartAttack: () => true,
sendAttack: (height, power) =>
{
sent.Add((height, power));
return true;
},
isDualWield: isDualWield,
autoRepeatAttack: () => false,
now: now);
}