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541 lines (451 loc) · 19.8 KB
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using System.Collections.Generic;
using System.Linq;
using CoreAI.Ai;
using CoreAI.Infrastructure.Lua;
using CoreAI.Sandbox;
using MoonSharp.Interpreter;
using NUnit.Framework;
using UnityEngine;
namespace CoreAI.Tests.EditMode.Integration
{
/// <summary>
/// Integration coverage for Arena combat, progression, and wave logic driven by Lua.
/// </summary>
public sealed class ArenaGameLogicIntegrationEditModeTests
{
#region Game State
private sealed class ArenaGameState
{
public int Wave = 1;
public int PlayerGold = 100;
public int PlayerLevel = 1;
public int PlayerXp = 0;
public float PlayerHealth = 100f;
public float PlayerMaxHealth = 100f;
public float PlayerDamage = 25f;
public float PlayerArmor = 10f;
public readonly List<Enemy> Enemies = new();
public readonly List<Item> Items = new();
public readonly List<string> Events = new();
public class Enemy
{
public string Id;
public float Health;
public float Damage;
public Vector3 Position;
public bool IsAlive = true;
}
public class Item
{
public string Name;
public string Type; // "weapon", "armor", "potion"
public int Value;
public Vector3 Position;
}
}
#endregion
#region Arena Bindings
private sealed class ArenaBindings : IGameLuaRuntimeBindings
{
private readonly ArenaGameState _game;
public ArenaBindings(ArenaGameState game)
{
_game = game;
}
public void RegisterGameplayApis(LuaApiRegistry registry)
{
// Player stats
registry.Register("get_player_hp", new System.Func<double>(() => _game.PlayerHealth));
registry.Register("get_player_max_hp", new System.Func<double>(() => _game.PlayerMaxHealth));
registry.Register("get_player_damage", new System.Func<double>(() => _game.PlayerDamage));
registry.Register("get_player_armor", new System.Func<double>(() => _game.PlayerArmor));
registry.Register("get_player_gold", new System.Func<double>(() => _game.PlayerGold));
registry.Register("get_player_level", new System.Func<double>(() => _game.PlayerLevel));
registry.Register("get_player_xp", new System.Func<double>(() => _game.PlayerXp));
registry.Register("get_wave", new System.Func<double>(() => _game.Wave));
registry.Register("set_player_hp", new System.Action<double>(hp =>
_game.PlayerHealth = Mathf.Clamp((float)hp, 0, _game.PlayerMaxHealth)));
registry.Register("set_player_damage", new System.Action<double>(dmg =>
_game.PlayerDamage = (float)dmg));
registry.Register("set_player_armor", new System.Action<double>(armor =>
_game.PlayerArmor = (float)armor));
registry.Register("add_gold", new System.Action<double>(gold =>
{
_game.PlayerGold += Mathf.Max(0, (int)gold);
_game.Events.Add($"gold:{_game.PlayerGold}");
}));
registry.Register("add_xp", new System.Action<double>(xp =>
{
_game.PlayerXp += Mathf.Max(0, (int)xp);
_game.Events.Add($"xp:{_game.PlayerXp}");
}));
// Enemy management
registry.Register("spawn_enemy",
new System.Func<string, double, double, double, double, double, string>((type, hp, dmg, x, y, z) =>
{
ArenaGameState.Enemy enemy = new()
{
Id = $"{type}_{_game.Enemies.Count}",
Health = (float)hp,
Damage = (float)dmg,
Position = new Vector3((float)x, (float)y, (float)z)
};
_game.Enemies.Add(enemy);
_game.Events.Add($"spawn_enemy:{enemy.Id}");
return enemy.Id;
}));
registry.Register("damage_enemy", new System.Action<string, double>((id, dmg) =>
{
ArenaGameState.Enemy enemy = _game.Enemies.Find(e => e.Id == id && e.IsAlive);
if (enemy != null)
{
enemy.Health -= (float)dmg;
if (enemy.Health <= 0)
{
enemy.IsAlive = false;
_game.Events.Add($"kill:{id}");
}
}
}));
registry.Register("get_enemy_hp", new System.Func<string, double>((id) =>
{
ArenaGameState.Enemy enemy = _game.Enemies.Find(e => e.Id == id);
return enemy != null ? enemy.Health : -1;
}));
registry.Register("get_alive_enemy_count", new System.Func<double>(() =>
_game.Enemies.FindAll(e => e.IsAlive).Count));
// Combat
registry.Register("calc_damage", new System.Func<double, double, double>((dmg, armor) =>
dmg * (100f / (100f + armor))));
registry.Register("player_attack", new System.Action<string>((enemyId) =>
{
float dmg = calcDamageWithArmor(_game.PlayerDamage, _game.PlayerArmor);
damageEnemy(enemyId, dmg);
_game.Events.Add($"player_attack:{enemyId}:{dmg:F1}");
}));
// Items
registry.Register("spawn_item",
new System.Action<string, string, double, double, double, double>((name, type, value, x, y, z) =>
{
ArenaGameState.Item item = new()
{
Name = name,
Type = type,
Value = (int)value,
Position = new Vector3((float)x, (float)y, (float)z)
};
_game.Items.Add(item);
_game.Events.Add($"spawn_item:{name}");
}));
registry.Register("collect_item", new System.Action<string>((itemName) =>
{
ArenaGameState.Item item = _game.Items.Find(i => i.Name == itemName);
if (item != null)
{
switch (item.Type)
{
case "weapon":
_game.PlayerDamage += item.Value;
break;
case "armor":
_game.PlayerArmor += item.Value;
break;
case "potion":
_game.PlayerHealth = Mathf.Min(_game.PlayerMaxHealth,
_game.PlayerHealth + item.Value);
break;
}
_game.Items.Remove(item);
_game.Events.Add($"collect:{itemName}");
}
}));
// Wave management
registry.Register("next_wave", new System.Action(() =>
{
_game.Wave++;
_game.Events.Add($"wave:{_game.Wave}");
}));
// Level up
registry.Register("check_level_up", new System.Func<bool>(() =>
{
int xpNeeded = _game.PlayerLevel * 100;
if (_game.PlayerXp >= xpNeeded)
{
_game.PlayerLevel++;
_game.PlayerXp -= xpNeeded;
_game.PlayerMaxHealth += 10;
_game.PlayerHealth = _game.PlayerMaxHealth;
_game.PlayerDamage += 2;
_game.Events.Add($"level_up:{_game.PlayerLevel}");
return true;
}
return false;
}));
registry.Register("report", new System.Action<string>(msg =>
_game.Events.Add($"report:{msg}")));
}
private float calcDamageWithArmor(float dmg, float armor)
{
return dmg * (100f / (100f + armor));
}
private void damageEnemy(string id, float dmg)
{
ArenaGameState.Enemy enemy = _game.Enemies.Find(e => e.Id == id && e.IsAlive);
if (enemy != null)
{
enemy.Health -= dmg;
if (enemy.Health <= 0)
{
enemy.IsAlive = false;
_game.Events.Add($"kill:{id}");
}
}
}
}
#endregion
#region Helper
private DynValue RunLua(ArenaGameState game, string lua)
{
ArenaBindings bindings = new(game);
LuaApiRegistry reg = new();
bindings.RegisterGameplayApis(reg);
SecureLuaEnvironment env = new();
Script script = env.CreateScript(reg);
return env.RunChunk(script, lua);
}
#endregion
#region Tests
[Test]
public void ArenaLua_SpawnWaveAndDefeat()
{
ArenaGameState game = new();
RunLua(game, @"
-- Spawn wave 1: 3 weak enemies
spawn_enemy('goblin', 30, 5, 0, 0, 0)
spawn_enemy('goblin', 30, 5, 5, 0, 0)
spawn_enemy('goblin', 30, 5, -5, 0, 0)
report('wave spawned')
-- Player attacks all enemies
player_attack('goblin_0')
player_attack('goblin_1')
player_attack('goblin_2')
report('attacked all')
");
Assert.AreEqual(3, game.Enemies.Count);
// Урон игрока 25, брони 10: 25 * 0.909 = 22.73
// 30 - 22.73 = 7.27 HP осталось у каждого
Assert.Less(game.Enemies[0].Health, 10);
Assert.IsTrue(game.Events.Exists(e => e.Contains("report:wave spawned")));
}
[Test]
public void ArenaLua_BossFight_WithPhaseLogic()
{
ArenaGameState game = new() { PlayerDamage = 50 };
RunLua(game, @"
-- Spawn boss
spawn_enemy('BOSS', 200, 20, 0, 0, 0)
-- Phase 1: Attack boss 5 times
for i = 1, 5 do
player_attack('BOSS_0')
end
local boss_hp = get_enemy_hp('BOSS_0')
report('boss hp after phase 1: ' .. boss_hp)
-- Check if boss is dead
local alive = get_alive_enemy_count()
if alive == 0 then
report('boss defeated')
else
report('boss still alive')
end
");
// 5 атак * (50 * 0.909) = 5 * 45.45 = 227.25 урона
// 200 - 227.25 = -27.25 (мертв)
Assert.AreEqual(0, game.Enemies.FindAll(e => e.IsAlive).Count, "Босс должен быть мертв");
Assert.IsTrue(game.Events.Exists(e => e.Contains("report:boss defeated")));
}
[Test]
public void ArenaLua_ItemCollection_Buffs()
{
ArenaGameState game = new() { PlayerHealth = 50, PlayerMaxHealth = 100 };
RunLua(game, @"
-- Spawn items
spawn_item('sword', 'weapon', 15, 0, 0, 0)
spawn_item('shield', 'armor', 10, 2, 0, 0)
spawn_item('health_potion', 'potion', 30, -2, 0, 0)
-- Collect all
collect_item('sword')
collect_item('shield')
collect_item('health_potion')
report('all collected')
");
// Sword: +15 damage
Assert.AreEqual(40, game.PlayerDamage);
// Shield: +10 armor
Assert.AreEqual(20, game.PlayerArmor);
// Potion: heal 30, но не больше макс
Assert.AreEqual(80, game.PlayerHealth);
Assert.AreEqual(0, game.Items.Count, "Все предметы собраны");
}
[Test]
public void ArenaLua_LevelUp_System()
{
ArenaGameState game = new() { PlayerXp = 80, PlayerLevel = 1 };
RunLua(game, @"
-- Gain XP
add_xp(30)
-- Check level up
local leveled = check_level_up()
if leveled then
report('leveled up to ' .. get_player_level())
end
");
// 80 + 30 = 110 XP, нужно 100 для уровня 1
Assert.AreEqual(2, game.PlayerLevel);
Assert.AreEqual(10, game.PlayerXp); // 110 - 100 = 10 осталось
Assert.AreEqual(110, game.PlayerMaxHealth); // +10 HP
Assert.AreEqual(27, game.PlayerDamage); // +2 damage
Assert.IsTrue(game.Events.Exists(e => e.Contains("report:leveled up to 2")));
}
[Test]
public void ArenaLua_ComplexCombatRotation()
{
ArenaGameState game = new() { PlayerDamage = 40 };
RunLua(game, @"
-- Complex fight: spawn, attack, check, repeat
spawn_enemy('warrior', 100, 15, 0, 0, 0)
spawn_enemy('mage', 60, 25, 5, 0, 0)
local attacks = 0
while get_alive_enemy_count() > 0 do
-- Attack first alive enemy
for i = 0, 9 do
local id = 'warrior_' .. i
if get_enemy_hp(id) > 0 then
player_attack(id)
attacks = attacks + 1
break
end
id = 'mage_' .. i
if get_enemy_hp(id) > 0 then
player_attack(id)
attacks = attacks + 1
break
end
end
-- Safety break
if attacks > 20 then
break
end
end
report('defeated all in ' .. attacks .. ' attacks')
");
Assert.AreEqual(0, game.Enemies.FindAll(e => e.IsAlive).Count);
Assert.IsTrue(game.Events.Exists(e => e.Contains("report:defeated all")));
}
[Test]
public void ArenaLua_WaveProgression()
{
ArenaGameState game = new();
RunLua(game, @"
-- Wave 1
spawn_enemy('goblin', 30, 5, 0, 0, 0)
player_attack('goblin_0')
-- Next wave
next_wave()
-- Wave 2: harder enemies
spawn_enemy('orc', 60, 10, 0, 0, 0)
spawn_enemy('orc', 60, 10, 3, 0, 0)
report('wave 2 ready')
");
Assert.AreEqual(2, game.Wave);
Assert.AreEqual(3, game.Enemies.Count);
Assert.IsTrue(game.Events.Exists(e => e.Contains("report:wave 2 ready")));
}
[Test]
public void ArenaLua_DynamicDifficultyScaling()
{
ArenaGameState game = new() { PlayerLevel = 5 };
RunLua(game, @"
-- Enemy scales with player level
function scale_enemy(base_hp, base_dmg, player_level)
local hp = base_hp + (player_level * 20)
local dmg = base_dmg + (player_level * 3)
return hp, dmg
end
local hp, dmg = scale_enemy(50, 10, get_player_level())
spawn_enemy('scaled_enemy', hp, dmg, 0, 0, 0)
report('spawned enemy with hp=' .. hp .. ' dmg=' .. dmg)
");
// HP: 50 + (5 * 20) = 150
// DMG: 10 + (5 * 3) = 25
Assert.AreEqual(150, game.Enemies[0].Health);
Assert.AreEqual(25, game.Enemies[0].Damage);
}
[Test]
public void ArenaLua_MultiEnemyAOE()
{
ArenaGameState game = new() { PlayerDamage = 30 };
RunLua(game, @"
-- Spawn 5 enemies close together
spawn_enemy('minion', 40, 5, 0, 0, 0)
spawn_enemy('minion', 40, 5, 1, 0, 0)
spawn_enemy('minion', 40, 5, -1, 0, 0)
spawn_enemy('minion', 40, 5, 0, 0, 1)
spawn_enemy('minion', 40, 5, 0, 0, -1)
-- AOE attack: damage all enemies
local total_dmg = 0
for i = 0, 4 do
local id = 'minion_' .. i
local hp_before = get_enemy_hp(id)
player_attack(id)
local hp_after = get_enemy_hp(id)
total_dmg = total_dmg + (hp_before - hp_after)
end
report('AOE dealt ' .. total_dmg .. ' damage')
");
// 5 * (30 * 0.909) = 136.35 total damage
float totalDealt = game.Enemies.Sum(e => 40 - e.Health);
Assert.Greater(totalDealt, 130);
}
[Test]
public void ArenaLua_CombatHealingStrategy()
{
ArenaGameState game = new() { PlayerHealth = 40, PlayerMaxHealth = 100 };
RunLua(game, @"
-- Healing strategy: heal when low
local hp = get_player_hp()
local max_hp = get_player_max_hp()
local hp_percent = hp / max_hp
if hp_percent < 0.5 then
-- Use potion
spawn_item('emergency_potion', 'potion', 50, 0, 0, 0)
collect_item('emergency_potion')
report('emergency heal')
else
report('hp ok')
end
");
// 40/100 = 40% < 50%, должен использовать зелье
Assert.AreEqual(90, game.PlayerHealth); // 40 + 50 = 90
Assert.IsTrue(game.Events.Exists(e => e.Contains("report:emergency heal")));
}
[Test]
public void ArenaLua_GoldEconomy()
{
ArenaGameState game = new() { PlayerGold = 50 };
RunLua(game, @"
-- Earn gold from kills
spawn_enemy('bandit', 30, 5, 0, 0, 0)
player_attack('bandit_0')
-- Gold reward
add_xp(50)
add_gold(25)
-- Check wealth
local gold = get_player_gold()
report('gold: ' .. gold)
");
Assert.AreEqual(75, game.PlayerGold);
Assert.IsTrue(game.Events.Exists(e => e.Contains("gold:75")));
}
#endregion
}
}