Files
rogue/src/engine/__tests__/ai_behavior.test.ts

189 lines
8.6 KiB
TypeScript

import { describe, it, expect, beforeEach } from 'vitest';
import { decideEnemyAction, applyAction, stepUntilPlayerTurn } from '../simulation/simulation';
import { type World, type Actor, type EntityId, type CombatantActor } from '../../core/types';
import { EntityAccessor } from '../EntityAccessor';
import { TileType } from '../../core/terrain';
import { ECSWorld } from '../ecs/World';
const createTestWorld = (): World => {
return {
width: 10,
height: 10,
tiles: new Array(100).fill(TileType.EMPTY),
exit: { x: 9, y: 9 },
trackPath: []
};
};
const createTestStats = (overrides: Partial<any> = {}) => ({
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, passiveNodes: [],
critChance: 0, critMultiplier: 100, accuracy: 100, lifesteal: 0, evasion: 0, blockChance: 0, luck: 0,
...overrides
});
describe('AI Behavior & Scheduling', () => {
let accessor: EntityAccessor;
let ecsWorld: ECSWorld;
beforeEach(() => {
ecsWorld = new ECSWorld();
});
const syncToECS = (actors: Map<EntityId, Actor>) => {
let maxId = 0;
for (const actor of actors.values()) {
if (actor.id > maxId) maxId = actor.id;
ecsWorld.addComponent(actor.id, "position", actor.pos);
ecsWorld.addComponent(actor.id, "name", { name: actor.id.toString() });
if (actor.category === "combatant") {
const c = actor as CombatantActor;
ecsWorld.addComponent(actor.id, "stats", c.stats || createTestStats());
ecsWorld.addComponent(actor.id, "energy", { current: c.energy, speed: c.speed || 100 });
ecsWorld.addComponent(actor.id, "actorType", { type: c.type || "player" });
if (c.isPlayer) {
ecsWorld.addComponent(actor.id, "player", {});
} else {
ecsWorld.addComponent(actor.id, "ai", {
state: c.aiState || "wandering",
alertedAt: c.alertedAt,
lastKnownPlayerPos: c.lastKnownPlayerPos
});
}
}
}
ecsWorld.setNextId(maxId + 1);
};
// -------------------------------------------------------------------------
// Scheduling Fairness
// -------------------------------------------------------------------------
describe('Scheduler Fairness', () => {
it("should allow slower actors to act eventually", () => {
const actors = new Map<EntityId, Actor>();
// Player Speed 100
const player = {
id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 },
speed: 100, stats: createTestStats(), energy: 0
} as any;
// Rat Speed 80 (Slow)
const rat = {
id: 2 as EntityId, category: "combatant", isPlayer: false, pos: { x: 9, y: 9 },
speed: 80, stats: createTestStats(), aiState: "wandering", energy: 0
} as any;
actors.set(1 as EntityId, player);
actors.set(2 as EntityId, rat);
const world = createTestWorld();
syncToECS(actors);
accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
let ratMoves = 0;
// Simulate 20 player turns
for (let i = 0; i < 20; i++) {
const result = stepUntilPlayerTurn(world, 1 as EntityId, accessor);
const enemyActs = result.events.filter(e =>
(e.type === "moved" || e.type === "waited" || e.type === "enemy-alerted") &&
((e as any).actorId === 2 || (e as any).enemyId === 2)
);
if (enemyActs.length > 0) ratMoves++;
}
expect(ratMoves).toBeGreaterThan(0);
});
});
// -------------------------------------------------------------------------
// Vision & Perception
// -------------------------------------------------------------------------
describe('AI Vision', () => {
const terrainTypes = [
{ type: TileType.EMPTY, name: 'Empty' },
{ type: TileType.GRASS, name: 'Grass' }, // Blocks Vision normally
{ type: TileType.GRASS_SAPLINGS, name: 'Saplings' },
];
terrainTypes.forEach(({ type, name }) => {
it(`should see player when standing on ${name}`, () => {
const actors = new Map<EntityId, Actor>();
actors.set(1 as EntityId, { id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 5, y: 0 }, stats: createTestStats(), energy: 0 } as any);
actors.set(2 as EntityId, {
id: 2 as EntityId, category: "combatant", isPlayer: false, pos: { x: 0, y: 0 },
stats: createTestStats(), aiState: "wandering", energy: 0
} as any);
const world = createTestWorld();
world.tiles[0] = type;
syncToECS(actors);
const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
// Rat at 0,0. Player at 5,0.
decideEnemyAction(world, testAccessor.getCombatant(2 as EntityId) as any, testAccessor.getCombatant(1 as EntityId) as any, testAccessor);
const updatedRat = testAccessor.getCombatant(2 as EntityId);
expect(updatedRat?.aiState).toBe("alerted");
});
});
});
// -------------------------------------------------------------------------
// Aggression & State Machine
// -------------------------------------------------------------------------
describe('AI Aggression State Machine', () => {
it('should become pursuing when damaged by player, even if not sighting player', () => {
const actors = new Map<EntityId, Actor>();
// Player far away/invisible (simulated logic)
const player = { id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, stats: createTestStats({ attack: 1, accuracy: 100 }), energy: 0 } as any;
const enemy = {
id: 2 as EntityId, category: "combatant", isPlayer: false, pos: { x: 0, y: 5 },
stats: createTestStats({ hp: 10, defense: 0, evasion: 0 }), aiState: "wandering", energy: 0
} as any;
actors.set(1 as EntityId, player);
actors.set(2 as EntityId, enemy);
const world = createTestWorld();
syncToECS(actors);
const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, testAccessor);
const updatedEnemy = testAccessor.getCombatant(2 as EntityId);
expect(updatedEnemy?.aiState).toBe("pursuing");
expect(updatedEnemy?.lastKnownPlayerPos).toEqual(player.pos);
});
it("should transition from alerted to pursuing after delay even if sight is blocked", () => {
const actors = new Map<EntityId, Actor>();
const player = { id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 9, y: 9 }, stats: createTestStats(), energy: 0 } as any;
const enemy = {
id: 2 as EntityId,
category: "combatant",
isPlayer: false,
pos: { x: 0, y: 0 },
stats: createTestStats(),
aiState: "alerted",
alertedAt: Date.now() - 2000, // Alerted 2 seconds ago
lastKnownPlayerPos: { x: 9, y: 9 }, // Known position
energy: 0
} as any;
actors.set(1 as EntityId, player);
actors.set(2 as EntityId, enemy);
const world = createTestWorld();
// Player is far away and potentially blocked
world.tiles[1] = TileType.WALL; // x=1, y=0 blocked
syncToECS(actors);
const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
const rat = testAccessor.getCombatant(2 as EntityId)!;
decideEnemyAction(world, rat, testAccessor.getPlayer()!, testAccessor);
// alerted -> pursuing (due to time) -> searching (due to no sight)
expect(rat.aiState).toBe("searching");
});
});
});