Separate defense build branches from enemy lanes

This commit is contained in:
2026-09-23 18:32:02 +09:00
parent c94cbda1e6
commit 926b3f6c5d
4 changed files with 105 additions and 22 deletions
@@ -151,6 +151,50 @@ namespace BumpCombat.PlayModeTests
}
}
[UnityTest]
public IEnumerator DefensePrototype_PadBranchesStaySeparateFromEnemyRoutes()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
DefenseConstants tuning = controller.Tuning;
Vector2 home = tuning.GetBasePosition(0);
Assert.That(tuning.GetBasePosition(1), Is.EqualTo(home));
for (int pad = 0; pad < 6; pad++)
{
Vector2 position = tuning.GetBuildPadPosition(pad);
float distance = float.MaxValue;
for (int lane = 0; lane < 2; lane++)
{
Vector2 previous = tuning.GetPortalPosition(lane);
for (int waypoint = 0; waypoint < 3; waypoint++)
{
Vector2 next = waypoint < 2
? tuning.GetWaypointPosition(lane, waypoint)
: tuning.GetBasePosition(lane);
distance = Mathf.Min(distance,
DistanceToSegment(position, previous, next));
previous = next;
}
}
Assert.That(distance, Is.GreaterThan(tuning.BuildInteractionRadius),
$"Pad {pad + 1} must not sit on an enemy route.");
}
for (int lane = 0; lane < 2; lane++)
{
GameObject branch = GameObject.Find(
$"Pad Branch {lane + 1} Segment 1");
Assert.That(branch, Is.Not.Null,
"Each build branch must be visible separately from enemy routes.");
LineRenderer line = branch.GetComponent<LineRenderer>();
Assert.That(line, Is.Not.Null);
Assert.That((Vector2)line.GetPosition(0), Is.EqualTo(home));
float padY = tuning.GetBuildPadPosition(lane).y;
Assert.That((Vector2)line.GetPosition(1),
Is.EqualTo(new Vector2(home.x, padY)));
}
}
[UnityTest]
public IEnumerator DefensePrototype_DefaultBuildsCanDamageTheirPortalLanes()
{
@@ -637,7 +681,7 @@ namespace BumpCombat.PlayModeTests
Assert.That(controller.CanOperateTowers, Is.True);
Assert.That(playerHealth.CurrentHealth,
Is.EqualTo(playerHealth.MaxHealth));
MovePlayerNear(player, Vector2.zero);
MovePlayerNear(player, new Vector2(10f, -5f));
SaveDefenseConstants(controller.Tuning);
touchedDefenseConstants.PortalSpawnInterval = 0.01f;
@@ -653,6 +697,7 @@ namespace BumpCombat.PlayModeTests
yield return DriveArrivalsUntilBaseDestroyed(controller);
Assert.That(controller.GetBaseHealth(0), Is.EqualTo(0));
Assert.That(RunManager.Instance.IsGameOver, Is.True);
SetTestField(playerHealth, "invulnerableUntil", Time.time);
Assert.That(playerHealth.TryTakeDamage(
playerHealth.MaxHealth + 1f, Vector2.left, 0f), Is.True);
@@ -1986,6 +2031,17 @@ namespace BumpCombat.PlayModeTests
Assert.That(runManager.IsSelectionOpen, Is.False);
}
private static float DistanceToSegment(
Vector2 point, Vector2 from, Vector2 to)
{
Vector2 segment = to - from;
float fraction = segment.sqrMagnitude > 0f
? Mathf.Clamp01(Vector2.Dot(point - from, segment)
/ segment.sqrMagnitude)
: 0f;
return Vector2.Distance(point, from + segment * fraction);
}
private static DefenseTower BuildTower(
DefensePrototypeController controller,
PlayerController player,
@@ -2159,7 +2215,10 @@ namespace BumpCombat.PlayModeTests
}
Assert.That(agent.HasArrived, Is.True,
"A public route agent must reach the shared base when driven through its route.");
$"A public route agent must reach the shared base when driven through its route. "
+ $"Lane={agent.Lane}, position={agent.transform.position}, "
+ $"state={agent.Enemy?.State}, dead={agent.Enemy?.IsDead}, "
+ $"stunned={agent.Enemy?.IsStunned}, speed={agent.Enemy?.MovementSpeedMultiplier}.");
}
private static IEnumerator DriveArrivalsUntilBaseDestroyed(
@@ -2175,6 +2234,7 @@ namespace BumpCombat.PlayModeTests
{
if (agents[i] != null && !agents[i].HasArrived)
{
yield return WaitForAgentReady(agents[i]);
DriveAgentToArrival(agents[i]);
if (controller.GetBaseHealth(0) <= 0)
{