using System.Collections; using System.Collections.Generic; using NUnit.Framework; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.TestTools; namespace TKS.Tests { /// 병종 4종 규칙·턴 흐름·승리 판정을 실제 씬에서 검증한다(헤드리스 실행 가능). public class BattleFlowTests { BattleManager bm; BalanceConfig cfg; [UnitySetUp] public IEnumerator SetUp() { SceneManager.LoadScene("Battle"); yield return null; yield return null; bm = BattleManager.Instance; Assert.IsNotNull(bm, "GameBootstrap 이 BattleManager 를 만들어야 한다"); cfg = bm.Config; Time.timeScale = 20f; } [UnityTearDown] public IEnumerator TearDown() { Time.timeScale = 1f; yield return null; } IEnumerator Fresh() { bm.StopAllCoroutines(); bm.ClearUnits(); bm.ForcePhase(BattlePhase.PlayerTurn); yield return null; // 파괴된 콜라이더가 물리 월드에서 빠질 시간 } [UnityTest] public IEnumerator Bootstrap_SpawnsHeroesAndStageEnemies() { Assert.AreEqual(BattlePhase.PlayerTurn, bm.Phase); Assert.AreEqual(Mathf.Min(5, cfg.heroes.Length), bm.AliveCount(Faction.Player)); Assert.AreEqual(cfg.stages[0].enemies.Count, bm.AliveCount(Faction.Enemy)); yield return null; } [Test] public void Matchup_TriangleAndArcherWeakness() { var c = cfg != null ? cfg : Resources.Load("BalanceConfig"); Assert.Greater(c.Matchup(UnitType.Infantry, UnitType.Spear), 1f); Assert.Greater(c.Matchup(UnitType.Spear, UnitType.Cavalry), 1f); Assert.Greater(c.Matchup(UnitType.Cavalry, UnitType.Infantry), 1f); Assert.Less(c.Matchup(UnitType.Spear, UnitType.Infantry), 1f); Assert.Less(c.Matchup(UnitType.Cavalry, UnitType.Spear), 1f); Assert.Less(c.Matchup(UnitType.Infantry, UnitType.Cavalry), 1f); Assert.Greater(c.Matchup(UnitType.Infantry, UnitType.Archer), 1f); Assert.Greater(c.Matchup(UnitType.Cavalry, UnitType.Archer), 1f); Assert.Greater(c.Matchup(UnitType.Spear, UnitType.Archer), 1f); } [UnityTest] public IEnumerator Infantry_AttacksFirstEnemyOnPath_BonusMoveOnFinalHit() { yield return Fresh(); var inf = bm.SpawnUnit(UnitType.Infantry, Faction.Player, new Vector2(0f, -3f), "보병"); var foe = bm.SpawnUnit(UnitType.Spear, Faction.Enemy, new Vector2(0f, 0f), "적창병"); var o = new ActionOutcome(); yield return bm.ResolveForTest(inf, foe.Position, false, o); Assert.Contains(foe, o.Attacked); Assert.Less(foe.Hp, foe.MaxHp, "경로 위 첫 적을 공격"); Assert.IsTrue(o.BonusMove, "최종 목표점 명중 → 추가 이동"); Assert.Less(Vector2.Distance(inf.Position, foe.Position), inf.Radius + foe.Radius + 0.2f, "적에 닿는 지점까지 이동"); Assert.Less(inf.Hp, inf.MaxHp, "근접 공격은 반격 피해를 받는다"); int foeHp = foe.Hp; var o2 = new ActionOutcome(); yield return bm.ResolveForTest(inf, inf.Position + new Vector2(2.5f, 0f), true, o2); Assert.AreEqual(0, o2.Attacked.Count, "추가 이동은 이동만"); Assert.AreEqual(foeHp, foe.Hp); Assert.IsTrue(o2.MovedOnly); } [UnityTest] public IEnumerator Infantry_NoBonus_WhenTargetBeyondEnemy() { yield return Fresh(); var inf = bm.SpawnUnit(UnitType.Infantry, Faction.Player, new Vector2(0f, -3f), "보병"); var foe = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, 0f), "적보병"); var o = new ActionOutcome(); yield return bm.ResolveForTest(inf, new Vector2(0f, 1.4f), false, o); Assert.Contains(foe, o.Attacked); Assert.IsFalse(o.BonusMove); } [UnityTest] public IEnumerator Cavalry_PiercesAllOnPath_AndReturnsOnFinalHit() { yield return Fresh(); var cav = bm.SpawnUnit(UnitType.Cavalry, Faction.Player, new Vector2(0f, -4f), "기병"); var e1 = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, -1.5f), "적1"); var e2 = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, 1f), "적2"); var o = new ActionOutcome(); yield return bm.ResolveForTest(cav, e2.Position, false, o); Assert.Less(e1.Hp, e1.MaxHp, "경로 위 첫 적 관통 피해"); Assert.Less(e2.Hp, e2.MaxHp, "경로 위 둘째 적 관통 피해"); Assert.IsTrue(o.Returned, "최종 목표점 명중 → 제자리 복귀"); Assert.Less(Vector2.Distance(cav.Position, new Vector2(0f, -4f)), 0.05f); } [UnityTest] public IEnumerator Cavalry_StaysAtEnd_WithoutFinalHit() { yield return Fresh(); var cav = bm.SpawnUnit(UnitType.Cavalry, Faction.Player, new Vector2(0f, -4f), "기병"); var e1 = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, -1f), "적1"); var o = new ActionOutcome(); yield return bm.ResolveForTest(cav, new Vector2(0f, 2f), false, o); Assert.Less(e1.Hp, e1.MaxHp); Assert.IsFalse(o.Returned); Assert.Greater(cav.Position.y, 1.5f, "목표점까지 이동"); Assert.GreaterOrEqual(Vector2.Distance(cav.Position, e1.Position), cav.Radius + e1.Radius - 0.05f, "적과 겹치지 않음"); } [UnityTest] public IEnumerator Archer_RangeIsSlingTimesRatio_MovesIntoRange_ShootsWithoutCounter() { yield return Fresh(); var arc = bm.SpawnUnit(UnitType.Archer, Faction.Player, new Vector2(0f, -5f), "궁병"); Assert.AreEqual(arc.SlingMaxDistance * cfg.archerRangeRatio, arc.AttackRange, 0.001f, "궁병 사거리 = 슬링샷 최대 × 비율 (PD 2026-11-04 · +20 %)"); // 적 가장자리까지 4.8 − 반지름 합 ≈ 4.0 ≤ 슬링샷 4.0 + 사거리 0.8 → 행동 가능 · 목표점 (0,−1) 은 적 원 밖(크리 아님) var foe = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, -0.2f), "적보병"); var o = new ActionOutcome(); yield return bm.ResolveForTest(arc, new Vector2(0f, -1f), false, o); Assert.IsFalse(o.Cancelled); Assert.Contains(foe, o.Attacked, "조준 방향의 적을 사거리까지 이동 후 사격"); Assert.Less(foe.Hp, foe.MaxHp); Assert.AreEqual(arc.MaxHp, arc.Hp, "궁병은 반격을 받지 않는다"); float gap = Vector2.Distance(arc.Position, foe.Position) - arc.Radius * Combat.CastRadiusScale - foe.Radius; Assert.LessOrEqual(gap, arc.AttackRange + 0.1f, "적 가장자리가 사거리에 들어올 때까지만 이동"); Assert.Greater(arc.Position.y, -5f + 2.5f, "사거리에 들어오기 위해 실제로 이동"); Assert.IsFalse(o.Crit); } [UnityTest] public IEnumerator Archer_CannotAct_WhenNoEnemyWithinSlingPlusRatio() { yield return Fresh(); var arc = bm.SpawnUnit(UnitType.Archer, Faction.Player, new Vector2(0f, -5f), "궁병"); // 적 가장자리까지 6.0 − 반지름 합 ≈ 5.2 > 4.0 + 0.8 → 행동 불가(이동도 없음) var foe = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, 1f), "적보병"); Assert.IsFalse(bm.AnyEnemyWithinArcherReach(arc), "공격 가능 범위 안에 적 없음(도넛 회색)"); var o = new ActionOutcome(); yield return bm.ResolveForTest(arc, new Vector2(0f, -1f), false, o); Assert.IsTrue(o.Cancelled, "슬링샷 범위 + 비율 안에 적이 없으면 궁병은 행동하지 않는다"); Assert.AreEqual(0, o.Attacked.Count); Assert.AreEqual(foe.MaxHp, foe.Hp); Assert.Less(Vector2.Distance(arc.Position, new Vector2(0f, -5f)), 0.01f, "이동도 하지 않는다"); var near = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, -0.4f), "가까운적"); Assert.IsTrue(bm.AnyEnemyWithinArcherReach(arc), "범위 안에 적이 생기면 도넛 붉게"); Assert.IsTrue(near.IsAlive); } [UnityTest] public IEnumerator Archer_CritOnFinalHit() { yield return Fresh(); var arc = bm.SpawnUnit(UnitType.Archer, Faction.Player, new Vector2(0f, -3f), "궁병"); var foe = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, 0f), "적보병"); var o = new ActionOutcome(); yield return bm.ResolveForTest(arc, foe.Position, false, o); Assert.Contains(foe, o.Attacked); Assert.IsTrue(o.Crit, "최종 목표점 명중 → 크리티컬"); Assert.AreEqual(arc.MaxHp, arc.Hp); } [UnityTest] public IEnumerator Spear_OverwatchOnFinalHit_DamagesMovingEnemy() { yield return Fresh(); var spear = bm.SpawnUnit(UnitType.Spear, Faction.Player, new Vector2(0f, -3f), "창병"); var foe = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, 0f), "적보병"); var o = new ActionOutcome(); yield return bm.ResolveForTest(spear, foe.Position, false, o); Assert.IsTrue(o.Overwatch && spear.Overwatch, "최종 목표점 명중 → 대기(견제)"); int hp = foe.Hp; var path = new List { foe.Position, foe.Position + new Vector2(1.5f, 0f) }; yield return bm.ApplyOverwatch(foe, path); Assert.Less(foe.Hp, hp, "반경 안에서 움직인 적에게 피해"); // 반경 밖에서만 움직인 적은 피해 없음 var far = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(5f, 6f), "먼적"); int farHp = far.Hp; yield return bm.ApplyOverwatch(far, new List { far.Position, far.Position + new Vector2(-1f, 0f) }); Assert.AreEqual(farHp, far.Hp); } [UnityTest] public IEnumerator EnemyTurn_RunsAndReturnsToPlayerTurn() { yield return Fresh(); var p = bm.SpawnUnit(UnitType.Infantry, Faction.Player, new Vector2(0f, -3f), "아군"); var e = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, 3f), "적군"); p.MarkActed(); int turn = bm.TurnNumber; yield return bm.RunEnemyTurn(); Assert.AreEqual(BattlePhase.PlayerTurn, bm.Phase); Assert.AreEqual(turn + 1, bm.TurnNumber); Assert.IsFalse(p.ActedThisTurn, "새 턴에 행동 플래그 초기화"); Assert.IsTrue(e.Position.y < 2.9f || p.Hp < p.MaxHp, "적이 접근하거나 공격했다"); } [UnityTest] public IEnumerator PlayerActions_AutoEndTurn_ThenEnemyTurn() { yield return Fresh(); var p = bm.SpawnUnit(UnitType.Infantry, Faction.Player, new Vector2(-3f, -5f), "아군"); var e = bm.SpawnUnit(UnitType.Archer, Faction.Enemy, new Vector2(3f, 6f), "적궁병"); Assert.IsTrue(bm.RequestPlayerAction(p, p.Position + new Vector2(0f, 2f))); float t0 = Time.realtimeSinceStartup; while (bm.Phase != BattlePhase.PlayerTurn && Time.realtimeSinceStartup - t0 < 10f) yield return null; Assert.AreEqual(BattlePhase.PlayerTurn, bm.Phase, "버튼 없이 모든 유닛 행동 → 적군 턴 → 아군 턴"); Assert.AreEqual(2, bm.TurnNumber); Assert.IsTrue(e.IsAlive); } [UnityTest] public IEnumerator Win_WhenAllEnemiesDead() { yield return Fresh(); var p = bm.SpawnUnit(UnitType.Infantry, Faction.Player, new Vector2(0f, -3f), "아군"); var e = bm.SpawnUnit(UnitType.Archer, Faction.Enemy, new Vector2(0f, -1f), "적궁병"); e.Hp = 1; Assert.IsTrue(bm.RequestPlayerAction(p, e.Position)); float t0 = Time.realtimeSinceStartup; while (bm.Phase == BattlePhase.Resolving && Time.realtimeSinceStartup - t0 < 10f) yield return null; Assert.AreEqual(BattlePhase.StageClear, bm.Phase); Assert.IsFalse(e.IsAlive); } [UnityTest] public IEnumerator EnemyAI_HoldsOutsideAggroRange_ActsInside() { yield return Fresh(); var p = bm.SpawnUnit(UnitType.Infantry, Faction.Player, new Vector2(0f, -13f), "아군"); var far = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, 10f), "먼적"); var near = bm.SpawnUnit(UnitType.Infantry, Faction.Enemy, new Vector2(0f, -5f), "가까운적"); var players = bm.AliveUnits(Faction.Player); Assert.IsFalse(EnemyAI.Decide(far, players, 1f, 11f, bm.Rng, bm.Board).HasValue, "교전 범위 밖 → 대기"); Assert.IsTrue(EnemyAI.Decide(near, players, 1f, 11f, bm.Rng, bm.Board).HasValue, "교전 범위 안 → 행동"); Assert.IsTrue(p.IsAlive); } [UnityTest] public IEnumerator Camera_BoardWiderThanView_ClampsAndPans() { var cc = Camera.main.GetComponent(); Assert.IsNotNull(cc, "넓은 전장 카메라 컨트롤러"); Assert.Greater(bm.Config.boardSize.y, bm.Config.cameraViewHeight, "전장이 화면보다 넓어야 스크롤이 의미 있다"); var r = bm.Board.Rect; cc.SnapTo(new Vector2(1000f, 1000f)); var v = cc.ViewRect; Assert.LessOrEqual(v.yMax, r.yMax + cc.TopMargin + 0.01f, "전장 위쪽 밖으로 못 나감(HUD 여유만큼만)"); Assert.LessOrEqual(v.xMax, r.xMax + cc.Margin + 0.01f + Mathf.Max(0f, v.width - r.width), "전장 오른쪽 밖으로 못 나감"); cc.SnapTo(Vector2.zero); cc.PanBy(new Vector2(0f, 2f)); Assert.AreEqual(2f, cc.transform.position.y, 0.01f, "빈 곳 드래그 스크롤"); yield return null; } [UnityTest] public IEnumerator RangeIndicator_ShowsSlingRadius_ArcherDonut_EnemyRange() { yield return Fresh(); var sling = bm.Sling; Assert.IsNotNull(sling, "GameBootstrap 이 SlingshotInput 을 만들어야 한다"); var arc = bm.SpawnUnit(UnitType.Archer, Faction.Player, new Vector2(0f, -5f), "궁병"); var inf = bm.SpawnUnit(UnitType.Infantry, Faction.Player, new Vector2(3f, -5f), "보병"); var foe = bm.SpawnUnit(UnitType.Spear, Faction.Enemy, new Vector2(0f, 4f), "적창병"); yield return null; var r = sling.Range; sling.Select(arc); Assert.IsTrue(r.RingVisible, "플레이어 터치 → 사거리(슬링샷 범위) 얇은 원"); Assert.AreEqual(arc.SlingMaxDistance * 2f, r.RingDiameter, 0.01f); Assert.IsTrue(r.DonutVisible, "궁병 → 공격 가능 범위 도넛"); Assert.AreEqual(arc.SlingMaxDistance * (1f + cfg.archerRangeRatio) * 2f, r.DonutDiameter, 0.01f, "도넛 바깥 = 슬링샷 범위 + 비율"); Assert.AreEqual(arc.Position, (Vector2)r.transform.position); sling.Select(inf); Assert.IsTrue(r.RingVisible); Assert.IsFalse(r.DonutVisible, "궁병이 아니면 도넛 없음"); Assert.AreEqual(inf.SlingMaxDistance * 2f, r.RingDiameter, 0.01f); sling.Select(foe); Assert.IsTrue(r.RingVisible, "적 유닛 터치 → 적의 사거리"); Assert.AreEqual(foe.SlingMaxDistance * 2f, r.RingDiameter, 0.01f); Assert.AreEqual(foe.Position, (Vector2)r.transform.position); sling.Select(null); Assert.IsFalse(r.RingVisible); Assert.IsFalse(r.DonutVisible); } [UnityTest] public IEnumerator UnitArt_HeroWithArt_PlaysBackIdle_UnitWithoutArt_IsShape() { // 부트스트랩 스테이지 1: 유비·관우·장비 = 스켈레탈 세션 아트(Resources/Units/liubei·guanyu·zhangfei) · 조운·황충·적 = 도형 Unit liubei = null; Unit shape = null; foreach (var u in bm.AliveUnits(Faction.Player)) { if (u.DisplayName == "유비") liubei = u; if (string.IsNullOrEmpty(u.ArtId)) shape = u; } Assert.IsNotNull(liubei); Assert.IsTrue(liubei.View.HasArt, "유비 아트(back/front 클립)가 Resources/Units/liubei 에 있어야 한다"); Assert.AreEqual("back_idle", liubei.View.Anim.Current, "아군은 뒷모습 대기"); Assert.IsNotNull(liubei.View.Anim.Renderer.sprite); Assert.Greater(liubei.View.Anim.Renderer.bounds.size.y, 0.5f, "스프라이트가 월드 크기로 보인다"); Assert.IsNotNull(shape, "아트 없는 유닛(조운·황충)은 도형"); Assert.IsFalse(shape.View.HasArt); liubei.View.PlayAttack(); Assert.AreEqual("back_action", liubei.View.Anim.Current, "공격 자세 클립"); yield return null; } } }