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603 lines
18 KiB
Go
603 lines
18 KiB
Go
package game
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import (
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"testing"
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"time"
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"github.com/denisovdennis/autohero/internal/model"
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"github.com/denisovdennis/autohero/internal/tuning"
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)
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// testGraph builds a minimal two-town road graph for movement tests.
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func testGraph() *RoadGraph {
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townA := &model.Town{ID: 1, Name: "TownA", WorldX: 0, WorldY: 0, Radius: 0.5}
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townB := &model.Town{ID: 2, Name: "TownB", WorldX: 100, WorldY: 0, Radius: 0.5}
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road := &Road{
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ID: 1, FromTownID: 1, ToTownID: 2,
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Waypoints: []Point{{0, 0}, {50, 0}, {100, 0}},
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Distance: 100,
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}
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roadBack := &Road{
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ID: 2, FromTownID: 2, ToTownID: 1,
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Waypoints: []Point{{100, 0}, {50, 0}, {0, 0}},
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Distance: 100,
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}
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return &RoadGraph{
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Roads: map[int64]*Road{1: road, 2: roadBack},
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TownRoads: map[int64][]*Road{1: {road}, 2: {roadBack}},
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Towns: map[int64]*model.Town{1: townA, 2: townB},
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TownOrder: []int64{1, 2},
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TownNPCs: map[int64][]TownNPC{},
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NPCByID: map[int64]TownNPC{},
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TownBuildings: map[int64][]TownBuilding{},
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}
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}
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func testHeroOnRoad(id int64, hp, maxHP int) *model.Hero {
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townID := int64(1)
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destID := int64(2)
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return &model.Hero{
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ID: id, Level: 5,
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MaxHP: maxHP, HP: hp,
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Attack: 50, Defense: 30, Speed: 1.0,
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Strength: 10, Constitution: 10, Agility: 10, Luck: 5,
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State: model.StateWalking,
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CurrentTownID: &townID,
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DestinationTownID: &destID,
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PositionX: 50, PositionY: 0,
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}
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}
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// --- Roadside rest ---
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func TestRoadsideRest_TriggersOnLowHP(t *testing.T) {
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graph := testGraph()
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cfg := tuning.Get()
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threshold := cfg.LowHpThreshold
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maxHP := 1000
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lowHP := int(float64(maxHP)*threshold) - 1
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hero := testHeroOnRoad(1, lowHP, maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.State = model.StateWalking
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hm.Hero.State = model.StateWalking
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ProcessSingleHeroMovementTick(hero.ID, hm, graph, now, nil, nil, nil, nil, nil, nil)
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if hm.State != model.StateResting {
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t.Fatalf("expected StateResting, got %s", hm.State)
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}
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if hm.ActiveRestKind != model.RestKindRoadside {
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t.Fatalf("expected RestKindRoadside, got %s", hm.ActiveRestKind)
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}
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if hm.RestUntil.IsZero() {
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t.Fatal("expected RestUntil to be set for roadside rest")
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}
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}
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func TestRoadsideRest_DoesNotTriggerAboveThreshold(t *testing.T) {
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graph := testGraph()
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cfg := tuning.Get()
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maxHP := 1000
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safeHP := int(float64(maxHP)*cfg.LowHpThreshold) + 10
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hero := testHeroOnRoad(1, safeHP, maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.State = model.StateWalking
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hm.Hero.State = model.StateWalking
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hm.LastEncounterAt = now
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ProcessSingleHeroMovementTick(hero.ID, hm, graph, now.Add(time.Second), nil, nil, nil, nil, nil, nil)
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if hm.State == model.StateResting && hm.ActiveRestKind == model.RestKindRoadside {
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t.Fatal("should not trigger roadside rest above threshold")
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}
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}
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func TestRoadsideRest_HealsHP(t *testing.T) {
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graph := testGraph()
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cfg := tuning.Get()
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maxHP := 10000
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hero := testHeroOnRoad(1, 100, maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginRoadsideRest(now)
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hpBefore := hm.Hero.HP
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tick := now.Add(10 * time.Second)
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ProcessSingleHeroMovementTick(hero.ID, hm, graph, tick, nil, nil, nil, nil, nil, nil)
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if hm.Hero.HP <= hpBefore {
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t.Fatalf("expected HP to increase from %d, got %d", hpBefore, hm.Hero.HP)
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}
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expectedGain := int(float64(maxHP) * cfg.RoadsideRestHpPerS * 10)
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actualGain := hm.Hero.HP - hpBefore
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if actualGain < expectedGain/2 || actualGain > expectedGain*2 {
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t.Fatalf("heal gain %d outside expected range (around %d)", actualGain, expectedGain)
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}
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}
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func TestRoadsideRest_ExitsByTimer(t *testing.T) {
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graph := testGraph()
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maxHP := 10000
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hero := testHeroOnRoad(1, 1, maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginRoadsideRest(now)
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pastTimer := hm.RestUntil.Add(time.Second)
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ProcessSingleHeroMovementTick(hero.ID, hm, graph, pastTimer, nil, nil, nil, nil, nil, nil)
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if hm.Excursion.Phase != model.ExcursionReturn {
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t.Fatalf("expected Return phase after rest timer, got %s", hm.Excursion.Phase)
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}
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pastReturn := hm.Excursion.ReturnUntil.Add(time.Second)
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ProcessSingleHeroMovementTick(hero.ID, hm, graph, pastReturn, nil, nil, nil, nil, nil, nil)
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if hm.State != model.StateWalking {
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t.Fatalf("expected StateWalking after return, got %s (rest kind: %s)", hm.State, hm.ActiveRestKind)
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}
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}
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func TestRoadsideRest_ExitsByHPThreshold(t *testing.T) {
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graph := testGraph()
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cfg := tuning.Get()
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maxHP := 1000
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hero := testHeroOnRoad(1, int(float64(maxHP)*cfg.RoadsideRestExitHp), maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginRoadsideRest(now)
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// Tick past the Out phase so the hero is in Wild phase where HP threshold is checked.
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tick := hm.Excursion.OutUntil.Add(time.Second)
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ProcessSingleHeroMovementTick(hero.ID, hm, graph, tick, nil, nil, nil, nil, nil, nil)
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if hm.Excursion.Phase != model.ExcursionReturn {
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t.Fatalf("expected excursion Return phase after HP threshold exit, got %s", hm.Excursion.Phase)
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}
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}
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func TestRoadsideRest_DisplayOffset(t *testing.T) {
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graph := testGraph()
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maxHP := 1000
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hero := testHeroOnRoad(1, 100, maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginRoadsideRest(now)
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// Check offset partway through the Out phase (smoothstep should be non-zero).
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outMid := hm.Excursion.StartedAt.Add(hm.Excursion.OutUntil.Sub(hm.Excursion.StartedAt) / 2)
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ox, oy := hm.displayOffset(outMid)
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if ox == 0 && oy == 0 {
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t.Fatal("expected non-zero display offset during roadside rest out phase")
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}
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}
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// --- Adventure inline rest ---
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func TestAdventureInlineRest_TriggersOnLowHP(t *testing.T) {
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graph := testGraph()
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cfg := tuning.Get()
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maxHP := 1000
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lowHP := int(float64(maxHP)*cfg.LowHpThreshold) - 1
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hero := testHeroOnRoad(1, lowHP, maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.State = model.StateWalking
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hm.Hero.State = model.StateWalking
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hm.beginExcursion(now)
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tick := hm.Excursion.OutUntil.Add(time.Second)
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ProcessSingleHeroMovementTick(hero.ID, hm, graph, tick, nil, nil, nil, nil, nil, nil)
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if hm.State != model.StateResting {
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t.Fatalf("expected StateResting, got %s", hm.State)
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}
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if hm.ActiveRestKind != model.RestKindAdventureInline {
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t.Fatalf("expected RestKindAdventureInline, got %s", hm.ActiveRestKind)
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}
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if !hm.Excursion.Active() {
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t.Fatal("excursion should remain active during inline rest")
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}
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}
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func TestAdventureInlineRest_HealsHP(t *testing.T) {
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graph := testGraph()
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cfg := tuning.Get()
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maxHP := 10000
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hero := testHeroOnRoad(1, 100, maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginExcursion(now)
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hm.Excursion.Phase = model.ExcursionWild
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hm.beginAdventureInlineRest(now)
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hpBefore := hm.Hero.HP
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tick := now.Add(10 * time.Second)
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ProcessSingleHeroMovementTick(hero.ID, hm, graph, tick, nil, nil, nil, nil, nil, nil)
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if hm.Hero.HP <= hpBefore {
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t.Fatalf("expected HP to increase from %d, got %d", hpBefore, hm.Hero.HP)
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}
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expectedGain := int(float64(maxHP) * cfg.AdventureRestHpPerS * 10)
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actualGain := hm.Hero.HP - hpBefore
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if actualGain < expectedGain/2 || actualGain > expectedGain*2 {
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t.Fatalf("heal gain %d outside expected range (around %d)", actualGain, expectedGain)
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}
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}
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func TestAdventureInlineRest_ExitsByHPTarget(t *testing.T) {
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graph := testGraph()
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cfg := tuning.Get()
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maxHP := 1000
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targetHP := int(float64(maxHP) * cfg.AdventureRestTargetHp)
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hero := testHeroOnRoad(1, targetHP, maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginExcursion(now)
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hm.Excursion.Phase = model.ExcursionWild
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hm.beginAdventureInlineRest(now)
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tick := now.Add(time.Second)
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ProcessSingleHeroMovementTick(hero.ID, hm, graph, tick, nil, nil, nil, nil, nil, nil)
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if hm.State != model.StateWalking {
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t.Fatalf("expected StateWalking after HP target, got %s", hm.State)
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}
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if !hm.Excursion.Active() {
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t.Fatal("excursion should still be active after inline rest exits by HP")
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}
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}
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func TestAdventureInlineRest_ExitsByExcursionEnd(t *testing.T) {
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graph := testGraph()
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maxHP := 10000
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hero := testHeroOnRoad(1, 1, maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginExcursion(now)
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hm.beginAdventureInlineRest(now)
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pastReturn := hm.Excursion.ReturnUntil.Add(time.Second)
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ProcessSingleHeroMovementTick(hero.ID, hm, graph, pastReturn, nil, nil, nil, nil, nil, nil)
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if hm.State != model.StateWalking {
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t.Fatalf("expected StateWalking after excursion end, got %s", hm.State)
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}
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if hm.Excursion.Active() {
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t.Fatal("excursion should be cleared after return phase ended")
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}
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}
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func TestAdventureInlineRest_NoTimerFieldSet(t *testing.T) {
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hero := testHeroOnRoad(1, 100, 1000)
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now := time.Now()
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graph := testGraph()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginExcursion(now)
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hm.beginAdventureInlineRest(now)
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if !hm.RestUntil.IsZero() {
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t.Fatal("adventure inline rest should not set RestUntil (HP-based only)")
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}
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}
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// --- Persistence ---
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func TestRoadsideRest_Persistence(t *testing.T) {
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graph := testGraph()
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maxHP := 1000
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hero := testHeroOnRoad(1, 100, maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginRoadsideRest(now)
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hm.SyncToHero()
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if hero.RestKind != model.RestKindRoadside {
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t.Fatalf("expected hero.RestKind = roadside, got %s", hero.RestKind)
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}
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if hero.TownPause == nil {
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t.Fatal("expected TownPause to be set")
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}
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if hero.TownPause.RestKind != model.RestKindRoadside {
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t.Fatalf("expected TownPause.RestKind = roadside, got %s", hero.TownPause.RestKind)
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}
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if hero.TownPause.RestUntil == nil || hero.TownPause.RestUntil.IsZero() {
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t.Fatal("expected TownPause.RestUntil to be set for roadside rest")
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}
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hero2 := *hero
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hm2 := NewHeroMovement(&hero2, graph, now)
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if hm2.State != model.StateResting {
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t.Fatalf("expected restored state = resting, got %s", hm2.State)
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}
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if hm2.ActiveRestKind != model.RestKindRoadside {
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t.Fatalf("expected restored rest kind = roadside, got %s", hm2.ActiveRestKind)
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}
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if hm2.RestUntil.IsZero() {
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t.Fatal("expected restored RestUntil to be non-zero")
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}
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if hm2.Road == nil {
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t.Fatal("expected road to be assigned for roadside rest reconnect")
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}
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}
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func TestAdventureInlineRest_Persistence(t *testing.T) {
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graph := testGraph()
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maxHP := 1000
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hero := testHeroOnRoad(1, 100, maxHP)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginExcursion(now)
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hm.Excursion.Phase = model.ExcursionWild
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hm.beginAdventureInlineRest(now)
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hm.SyncToHero()
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if hero.RestKind != model.RestKindAdventureInline {
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t.Fatalf("expected hero.RestKind = adventure_inline, got %s", hero.RestKind)
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}
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if hero.TownPause == nil {
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t.Fatal("expected TownPause to be set")
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}
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if hero.TownPause.RestKind != model.RestKindAdventureInline {
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t.Fatalf("expected TownPause.RestKind = adventure_inline, got %s", hero.TownPause.RestKind)
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}
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if hero.TownPause.Excursion == nil {
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t.Fatal("expected TownPause.Excursion to be set")
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}
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hero2 := *hero
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hm2 := NewHeroMovement(&hero2, graph, now)
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if hm2.State != model.StateResting {
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t.Fatalf("expected restored state = resting, got %s", hm2.State)
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}
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if hm2.ActiveRestKind != model.RestKindAdventureInline {
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t.Fatalf("expected restored rest kind = adventure_inline, got %s", hm2.ActiveRestKind)
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}
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if !hm2.Excursion.Active() {
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t.Fatal("expected excursion to be restored")
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}
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if hm2.Road == nil {
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t.Fatal("expected road to be assigned for adventure inline rest reconnect")
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}
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}
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// --- Admin ---
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func TestAdminStartRoadsideRest(t *testing.T) {
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graph := testGraph()
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hero := testHeroOnRoad(1, 500, 1000)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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if !hm.AdminStartRoadsideRest(now) {
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t.Fatal("AdminStartRoadsideRest should succeed")
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}
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if hm.State != model.StateResting {
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t.Fatalf("expected resting, got %s", hm.State)
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}
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if hm.ActiveRestKind != model.RestKindRoadside {
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t.Fatalf("expected roadside, got %s", hm.ActiveRestKind)
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}
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}
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func TestAdminStartRoadsideRest_RejectsDead(t *testing.T) {
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graph := testGraph()
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hero := testHeroOnRoad(1, 0, 1000)
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hero.State = model.StateDead
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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if hm.AdminStartRoadsideRest(now) {
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t.Fatal("AdminStartRoadsideRest should reject dead hero")
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}
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}
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func TestAdminStopRest_Roadside(t *testing.T) {
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graph := testGraph()
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hero := testHeroOnRoad(1, 100, 1000)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginRoadsideRest(now)
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if !hm.AdminStopRest(now) {
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t.Fatal("AdminStopRest should succeed for roadside rest")
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}
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if hm.State != model.StateWalking {
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t.Fatalf("expected walking, got %s", hm.State)
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}
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if hm.ActiveRestKind != model.RestKindNone {
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t.Fatalf("expected rest kind none, got %s", hm.ActiveRestKind)
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}
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}
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func TestAdminStopRest_AdventureInline(t *testing.T) {
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graph := testGraph()
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hero := testHeroOnRoad(1, 100, 1000)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.beginExcursion(now)
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hm.beginAdventureInlineRest(now)
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if !hm.AdminStopRest(now) {
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t.Fatal("AdminStopRest should succeed for adventure inline rest")
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}
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if hm.State != model.StateWalking {
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t.Fatalf("expected walking, got %s", hm.State)
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}
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if hm.Excursion.Active() {
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t.Fatal("excursion should be cleared after admin stop rest")
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}
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}
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func TestAdminStopRest_RejectsTownRest(t *testing.T) {
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graph := testGraph()
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hero := testHeroOnRoad(1, 500, 1000)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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hm.AdminStartRest(now, graph)
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if hm.AdminStopRest(now) {
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t.Fatal("AdminStopRest should reject town rest")
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}
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}
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func TestAdminStopRest_RejectsWalking(t *testing.T) {
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graph := testGraph()
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hero := testHeroOnRoad(1, 500, 1000)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
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if hm.AdminStopRest(now) {
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t.Fatal("AdminStopRest should reject walking hero")
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}
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}
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func TestAdminStartExcursion(t *testing.T) {
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graph := testGraph()
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hero := testHeroOnRoad(1, 500, 1000)
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now := time.Now()
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hm := NewHeroMovement(hero, graph, now)
|
|
|
|
if !hm.AdminStartExcursion(now) {
|
|
t.Fatal("AdminStartExcursion should succeed")
|
|
}
|
|
if !hm.Excursion.Active() {
|
|
t.Fatal("excursion should be active")
|
|
}
|
|
if hm.Excursion.Phase != model.ExcursionOut {
|
|
t.Fatalf("expected phase out, got %s", hm.Excursion.Phase)
|
|
}
|
|
}
|
|
|
|
func TestAdminStartExcursion_RejectsWhenAlreadyActive(t *testing.T) {
|
|
graph := testGraph()
|
|
hero := testHeroOnRoad(1, 500, 1000)
|
|
now := time.Now()
|
|
hm := NewHeroMovement(hero, graph, now)
|
|
hm.beginExcursion(now)
|
|
|
|
if hm.AdminStartExcursion(now) {
|
|
t.Fatal("AdminStartExcursion should reject when excursion already active")
|
|
}
|
|
}
|
|
|
|
func TestAdminStartExcursion_RejectsNotWalking(t *testing.T) {
|
|
graph := testGraph()
|
|
hero := testHeroOnRoad(1, 500, 1000)
|
|
now := time.Now()
|
|
hm := NewHeroMovement(hero, graph, now)
|
|
hm.beginRoadsideRest(now)
|
|
|
|
if hm.AdminStartExcursion(now) {
|
|
t.Fatal("AdminStartExcursion should reject when not walking")
|
|
}
|
|
}
|
|
|
|
func TestAdminStopExcursion_WhileWalking(t *testing.T) {
|
|
graph := testGraph()
|
|
hero := testHeroOnRoad(1, 500, 1000)
|
|
now := time.Now()
|
|
hm := NewHeroMovement(hero, graph, now)
|
|
hm.beginExcursion(now)
|
|
|
|
if !hm.AdminStopExcursion(now) {
|
|
t.Fatal("AdminStopExcursion should succeed")
|
|
}
|
|
if hm.Excursion.Active() {
|
|
t.Fatal("excursion should be cleared")
|
|
}
|
|
if hm.State != model.StateWalking {
|
|
t.Fatalf("expected walking, got %s", hm.State)
|
|
}
|
|
}
|
|
|
|
func TestAdminStopExcursion_FromAdventureInlineRest(t *testing.T) {
|
|
graph := testGraph()
|
|
hero := testHeroOnRoad(1, 100, 1000)
|
|
now := time.Now()
|
|
hm := NewHeroMovement(hero, graph, now)
|
|
hm.beginExcursion(now)
|
|
hm.beginAdventureInlineRest(now)
|
|
|
|
if !hm.AdminStopExcursion(now) {
|
|
t.Fatal("AdminStopExcursion should succeed from inline rest")
|
|
}
|
|
if hm.Excursion.Active() {
|
|
t.Fatal("excursion should be cleared")
|
|
}
|
|
if hm.State != model.StateWalking {
|
|
t.Fatalf("expected walking, got %s", hm.State)
|
|
}
|
|
}
|
|
|
|
func TestAdminStopExcursion_RejectsNone(t *testing.T) {
|
|
graph := testGraph()
|
|
hero := testHeroOnRoad(1, 500, 1000)
|
|
now := time.Now()
|
|
hm := NewHeroMovement(hero, graph, now)
|
|
|
|
if hm.AdminStopExcursion(now) {
|
|
t.Fatal("AdminStopExcursion should reject when no excursion")
|
|
}
|
|
}
|
|
|
|
// --- FSM: road freeze + no rest in combat ---
|
|
|
|
// TestExcursion_FreezesRoadWaypointDuringSession asserts AdvanceTick does not advance the spine
|
|
// while an excursion is active (waypoint index/fraction stay at freeze snapshot).
|
|
func TestExcursion_FreezesRoadWaypointDuringSession(t *testing.T) {
|
|
graph := testGraph()
|
|
hero := testHeroOnRoad(1, 500, 1000)
|
|
now := time.Now()
|
|
hm := NewHeroMovement(hero, graph, now)
|
|
hm.State = model.StateWalking
|
|
hm.Hero.State = model.StateWalking
|
|
|
|
hm.beginExcursion(now)
|
|
freezeIdx := hm.Excursion.RoadFreezeWaypoint
|
|
freezeFr := hm.Excursion.RoadFreezeFraction
|
|
|
|
// Mid wild phase: several movement ticks should not move along the road polyline.
|
|
wildMid := hm.Excursion.OutUntil.Add(hm.Excursion.WildUntil.Sub(hm.Excursion.OutUntil) / 2)
|
|
for i := 0; i < 5; i++ {
|
|
tick := wildMid.Add(time.Duration(i) * time.Second)
|
|
ProcessSingleHeroMovementTick(hero.ID, hm, graph, tick, nil, nil, nil, nil, nil, nil)
|
|
if hm.Excursion.Phase == model.ExcursionNone {
|
|
t.Fatalf("excursion ended unexpectedly at tick %v", tick)
|
|
}
|
|
if hm.WaypointIndex != freezeIdx || hm.WaypointFraction != freezeFr {
|
|
t.Fatalf("road spine should stay frozen: want idx=%d fr=%v, got idx=%d fr=%v",
|
|
freezeIdx, freezeFr, hm.WaypointIndex, hm.WaypointFraction)
|
|
}
|
|
}
|
|
}
|
|
|
|
// TestLowHP_DoesNotStartRestWhileFighting ensures ProcessSingleHeroMovementTick does not
|
|
// transition to roadside or inline rest when the hero is in combat state.
|
|
func TestLowHP_DoesNotStartRestWhileFighting(t *testing.T) {
|
|
graph := testGraph()
|
|
cfg := tuning.Get()
|
|
maxHP := 1000
|
|
lowHP := int(float64(maxHP)*cfg.LowHpThreshold) - 1
|
|
|
|
hero := testHeroOnRoad(1, lowHP, maxHP)
|
|
now := time.Now()
|
|
hm := NewHeroMovement(hero, graph, now)
|
|
hm.State = model.StateFighting
|
|
hm.Hero.State = model.StateFighting
|
|
|
|
ProcessSingleHeroMovementTick(hero.ID, hm, graph, now.Add(time.Second), nil, nil, nil, nil, nil, nil)
|
|
|
|
if hm.State != model.StateFighting {
|
|
t.Fatalf("expected StateFighting unchanged, got %s", hm.State)
|
|
}
|
|
if hm.ActiveRestKind != model.RestKindNone {
|
|
t.Fatalf("expected no rest kind, got %s", hm.ActiveRestKind)
|
|
}
|
|
}
|