Files
omath/tests/general/unit_test_walk_bot.cpp
2026-04-12 21:21:23 +03:00

641 lines
20 KiB
C++

// Unit tests for omath::pathfinding::WalkBot
// Covers all status transitions, callback behaviour, and a full walk simulation.
#include <gtest/gtest.h>
#include "omath/pathfinding/walk_bot.hpp"
#include "omath/pathfinding/navigation_mesh.hpp"
using namespace omath;
using namespace omath::pathfinding;
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
// Build a simple bidirectional linear chain:
// (0,0,0) <-> (1,0,0) <-> (2,0,0) <-> ... <-> (n-1,0,0)
static std::shared_ptr<NavigationMesh> make_linear_mesh(int n)
{
auto mesh = std::make_shared<NavigationMesh>();
for (int i = 0; i < n; ++i)
{
const Vector3<float> v{static_cast<float>(i), 0.f, 0.f};
std::vector<Vector3<float>> neighbors;
if (i > 0)
neighbors.push_back(Vector3<float>{static_cast<float>(i - 1), 0.f, 0.f});
if (i + 1 < n)
neighbors.push_back(Vector3<float>{static_cast<float>(i + 1), 0.f, 0.f});
mesh->m_vertex_map[v] = neighbors;
}
return mesh;
}
// Collect every status update fired during one update() call.
static auto make_status_recorder(std::vector<WalkBotStatus>& out)
{
return [&out](WalkBotStatus s) { out.push_back(s); };
}
// Collect every "next node" hint fired during one update() call.
static auto make_node_recorder(std::vector<Vector3<float>>& out)
{
return [&out](const Vector3<float>& v) { out.push_back(v); };
}
// ---------------------------------------------------------------------------
// Construction
// ---------------------------------------------------------------------------
TEST(WalkBotTests, DefaultConstructedBotIsInert)
{
// A default-constructed bot with no mesh, no target, and no callbacks must
// not crash.
WalkBot bot;
EXPECT_NO_THROW(bot.update({0.f, 0.f, 0.f}));
}
TEST(WalkBotTests, ConstructWithMeshAndDistance)
{
auto mesh = make_linear_mesh(3);
EXPECT_NO_THROW(WalkBot bot(mesh, 0.5f));
}
// ---------------------------------------------------------------------------
// Status: FINISHED
// ---------------------------------------------------------------------------
TEST(WalkBotTests, FiresFinishedWhenBotIsAtTarget)
{
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
bot.set_target({2.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// bot_position == target_position -> distance == 0, well within threshold
bot.update({2.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
}
TEST(WalkBotTests, FiresFinishedWhenBotIsWithinMinDistance)
{
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
bot.set_target({0.4f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// distance between (0,0,0) and (0.4,0,0) is 0.4 < 0.5 threshold
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
}
TEST(WalkBotTests, NoFinishedWhenOutsideMinDistance)
{
auto mesh = make_linear_mesh(5);
WalkBot bot(mesh, 0.5f);
bot.set_target({4.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// Attach path callback so we get further status updates
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
// FINISHED must NOT appear in the status list
for (auto s : statuses)
EXPECT_NE(s, WalkBotStatus::FINISHED);
}
TEST(WalkBotTests, FinishedFiredEvenWithoutPathCallback)
{
// FINISHED is emitted before the on_path guard, so it fires regardless.
auto mesh = make_linear_mesh(2);
WalkBot bot(mesh, 0.5f);
bot.set_target({1.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// Intentionally do NOT register on_path callback.
bot.update({1.f, 0.f, 0.f});
ASSERT_EQ(statuses.size(), 1u);
EXPECT_EQ(statuses[0], WalkBotStatus::FINISHED);
}
TEST(WalkBotTests, FinishedDoesNotFallThroughToPathing)
{
// update() must return after FINISHED — PATHING must not fire on the same tick.
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
bot.set_target({1.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({1.f, 0.f, 0.f}); // bot is at target
ASSERT_EQ(statuses.size(), 1u);
EXPECT_EQ(statuses[0], WalkBotStatus::FINISHED);
EXPECT_TRUE(nodes.empty());
}
// ---------------------------------------------------------------------------
// No target set
// ---------------------------------------------------------------------------
TEST(WalkBotTests, NoUpdateWithoutTarget)
{
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
// Intentionally do NOT call set_target()
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
EXPECT_TRUE(statuses.empty());
EXPECT_TRUE(nodes.empty());
}
// ---------------------------------------------------------------------------
// Status: IDLE — no path callback registered
// ---------------------------------------------------------------------------
TEST(WalkBotTests, NoPathCallbackMeansNoPathingStatus)
{
auto mesh = make_linear_mesh(4);
WalkBot bot(mesh, 0.5f);
bot.set_target({3.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// No on_path registered -> update returns early after FINISHED check
bot.update({0.f, 0.f, 0.f});
EXPECT_TRUE(statuses.empty());
}
// ---------------------------------------------------------------------------
// Status: IDLE — null/expired navigation mesh
// ---------------------------------------------------------------------------
TEST(WalkBotTests, FiresIdleWhenNavMeshIsNull)
{
WalkBot bot; // no mesh assigned
bot.set_target({5.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
EXPECT_TRUE(nodes.empty());
}
TEST(WalkBotTests, FiresIdleWhenNavMeshExpires)
{
auto mesh = make_linear_mesh(4);
WalkBot bot(mesh, 0.5f);
bot.set_target({3.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
// Let the shared_ptr expire — WalkBot holds only a weak_ptr.
mesh.reset();
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
EXPECT_TRUE(nodes.empty());
}
TEST(WalkBotTests, SetNavMeshRestoresPathing)
{
WalkBot bot; // starts with no mesh
bot.set_target({3.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
// First call — no mesh -> IDLE
bot.update({0.f, 0.f, 0.f});
ASSERT_EQ(statuses.back(), WalkBotStatus::IDLE);
// Assign a mesh and call again. Keep the shared_ptr alive so the
// weak_ptr inside WalkBot does not expire before update() is called.
statuses.clear();
nodes.clear();
auto new_mesh = make_linear_mesh(4);
bot.set_nav_mesh(new_mesh);
bot.set_min_node_distance(0.5f);
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.back(), WalkBotStatus::PATHING);
EXPECT_FALSE(nodes.empty());
}
// ---------------------------------------------------------------------------
// Status: IDLE — A* finds no path
// ---------------------------------------------------------------------------
TEST(WalkBotTests, FiresIdleWhenNoPathExists)
{
// Disconnected graph: two isolated vertices
auto mesh = std::make_shared<NavigationMesh>();
mesh->m_vertex_map[{0.f, 0.f, 0.f}] = {};
mesh->m_vertex_map[{10.f, 0.f, 0.f}] = {};
WalkBot bot(mesh, 0.5f);
bot.set_target({10.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.back(), WalkBotStatus::IDLE);
EXPECT_TRUE(nodes.empty());
}
// ---------------------------------------------------------------------------
// Status: PATHING — normal routing
// ---------------------------------------------------------------------------
TEST(WalkBotTests, FiresPathingAndProvidesNextNode)
{
auto mesh = make_linear_mesh(4);
WalkBot bot(mesh, 0.5f);
bot.set_target({3.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.back(), WalkBotStatus::PATHING);
ASSERT_FALSE(nodes.empty());
}
TEST(WalkBotTests, NextNodeIsOnThePath)
{
auto mesh = make_linear_mesh(5);
WalkBot bot(mesh, 0.5f);
bot.set_target({4.f, 0.f, 0.f});
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
bot.update({0.f, 0.f, 0.f});
// The suggested node must be a mesh vertex (x in [0..4], y=0, z=0)
ASSERT_FALSE(nodes.empty());
const auto& hint = nodes.front();
EXPECT_GE(hint.x, 0.f);
EXPECT_LE(hint.x, 4.f);
EXPECT_FLOAT_EQ(hint.y, 0.f);
EXPECT_FLOAT_EQ(hint.z, 0.f);
}
// ---------------------------------------------------------------------------
// set_min_node_distance
// ---------------------------------------------------------------------------
TEST(WalkBotTests, MinNodeDistanceAffectsFinishedThreshold)
{
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.1f); // very tight threshold
bot.set_target({1.f, 0.f, 0.f});
std::vector<WalkBotStatus> statuses;
bot.on_status(make_status_recorder(statuses));
// distance 0.4 — outside 0.1 threshold
bot.update({0.6f, 0.f, 0.f});
EXPECT_TRUE(statuses.empty() ||
std::find(statuses.begin(), statuses.end(), WalkBotStatus::FINISHED) == statuses.end());
statuses.clear();
bot.set_min_node_distance(0.5f); // widen threshold
bot.update({0.6f, 0.f, 0.f}); // now 0.4 < 0.5 -> FINISHED
ASSERT_FALSE(statuses.empty());
EXPECT_EQ(statuses.front(), WalkBotStatus::FINISHED);
}
// ---------------------------------------------------------------------------
// reset()
// ---------------------------------------------------------------------------
TEST(WalkBotTests, ResetClearsLastVisited)
{
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
bot.set_target({2.f, 0.f, 0.f});
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
// Tick 1: mark node 0 visited -> hint is node 1
bot.update({0.05f, 0.f, 0.f});
ASSERT_FALSE(nodes.empty());
EXPECT_FLOAT_EQ(nodes.back().x, 1.f);
// Without reset, a second tick from the same position also gives node 1.
nodes.clear();
bot.reset();
// After reset, m_last_visited is cleared. The nearest node is 0 again,
// it is within threshold so it gets marked visited and we advance to 1.
// The hint should still be node 1 (same outcome, but state was cleanly reset).
bot.update({0.05f, 0.f, 0.f});
ASSERT_FALSE(nodes.empty());
// Confirm the bot still routes correctly after reset.
EXPECT_GE(nodes.back().x, 0.f);
}
// ---------------------------------------------------------------------------
// Node advancement — visited node causes skip to next
// ---------------------------------------------------------------------------
TEST(WalkBotTests, AdvancesWhenNearestNodeAlreadyVisited)
{
// Chain: (0,0,0) -> (1,0,0) -> (2,0,0)
auto mesh = make_linear_mesh(3);
WalkBot bot(mesh, 0.5f);
bot.set_target({2.f, 0.f, 0.f});
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
// Tick 1: bot is very close to node 0 -> node 0 marked visited -> hint is node 1.
bot.update({0.05f, 0.f, 0.f});
ASSERT_FALSE(nodes.empty());
EXPECT_FLOAT_EQ(nodes.back().x, 1.f);
nodes.clear();
// Tick 2: bot has moved to near node 1 -> node 1 marked visited -> hint advances to node 2.
bot.update({1.05f, 0.f, 0.f});
ASSERT_FALSE(nodes.empty());
EXPECT_GT(nodes.back().x, 1.f);
}
// ---------------------------------------------------------------------------
// Displacement recovery — bot knocked back to unvisited node
// ---------------------------------------------------------------------------
TEST(WalkBotTests, RecoverAfterDisplacementToUnvisitedNode)
{
// Chain: 0 -> 1 -> 2 -> 3 -> 4
auto mesh = make_linear_mesh(5);
WalkBot bot(mesh, 0.5f);
bot.set_target({4.f, 0.f, 0.f});
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
// Walk forward through nodes 0-3 to build visited state.
for (int i = 0; i <= 3; ++i)
{
nodes.clear();
bot.update(Vector3<float>{static_cast<float>(i) + 0.1f, 0.f, 0.f});
}
// Displace the bot back to near node 1. The bot should route toward node 1
// first rather than skipping ahead to node 4.
nodes.clear();
bot.update({1.1f, 0.f, 0.f});
ASSERT_FALSE(nodes.empty());
EXPECT_LE(nodes.back().x, 3.f);
}
// ---------------------------------------------------------------------------
// Callback wiring
// ---------------------------------------------------------------------------
TEST(WalkBotTests, ReplacingPathCallbackTakesEffect)
{
auto mesh = make_linear_mesh(4);
WalkBot bot(mesh, 0.5f);
bot.set_target({3.f, 0.f, 0.f});
int first_cb_calls = 0;
int second_cb_calls = 0;
bot.on_path([&](const Vector3<float>&) { ++first_cb_calls; });
bot.update({0.f, 0.f, 0.f});
bot.on_path([&](const Vector3<float>&) { ++second_cb_calls; });
bot.update({0.f, 0.f, 0.f});
EXPECT_EQ(first_cb_calls, 1);
EXPECT_EQ(second_cb_calls, 1);
}
TEST(WalkBotTests, ReplacingStatusCallbackTakesEffect)
{
auto mesh = make_linear_mesh(4);
WalkBot bot(mesh, 0.5f);
bot.set_target({3.f, 0.f, 0.f});
std::vector<Vector3<float>> nodes;
bot.on_path(make_node_recorder(nodes));
int cb1 = 0, cb2 = 0;
bot.on_status([&](WalkBotStatus) { ++cb1; });
bot.update({0.f, 0.f, 0.f});
bot.on_status([&](WalkBotStatus) { ++cb2; });
bot.update({0.f, 0.f, 0.f});
EXPECT_EQ(cb1, 1);
EXPECT_EQ(cb2, 1);
}
// ---------------------------------------------------------------------------
// Full walk simulation — bot traverses a linear mesh step by step
// ---------------------------------------------------------------------------
// Simulates one game-loop tick and immediately "teleports" the bot to the
// suggested node so the next tick starts from there.
struct WalkSimulator
{
WalkBot bot;
Vector3<float> position;
std::vector<Vector3<float>> visited_nodes;
std::vector<WalkBotStatus> status_history;
bool finished{false};
WalkSimulator(const std::shared_ptr<NavigationMesh>& mesh,
const Vector3<float>& start,
const Vector3<float>& goal,
float threshold)
: position(start)
{
bot = WalkBot(mesh, threshold);
bot.set_target(goal);
bot.on_path([this](const Vector3<float>& next) {
visited_nodes.push_back(next);
position = next; // teleport to the suggested node
});
bot.on_status([this](WalkBotStatus s) {
status_history.push_back(s);
if (s == WalkBotStatus::FINISHED)
finished = true;
});
}
void run(int max_ticks = 100)
{
for (int tick = 0; tick < max_ticks && !finished; ++tick)
bot.update(position);
}
};
TEST(WalkBotSimulation, BotReachesTargetOnLinearMesh)
{
auto mesh = make_linear_mesh(5);
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {4.f, 0.f, 0.f}, 0.5f);
sim.run(50);
EXPECT_TRUE(sim.finished);
}
TEST(WalkBotSimulation, StatusTransitionSequenceIsCorrect)
{
// Expect: one or more PATHING updates, then exactly FINISHED at the end.
auto mesh = make_linear_mesh(4);
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {3.f, 0.f, 0.f}, 0.5f);
sim.run(50);
ASSERT_TRUE(sim.finished);
ASSERT_FALSE(sim.status_history.empty());
// All entries before the last must be PATHING
for (std::size_t i = 0; i + 1 < sim.status_history.size(); ++i)
EXPECT_EQ(sim.status_history[i], WalkBotStatus::PATHING);
EXPECT_EQ(sim.status_history.back(), WalkBotStatus::FINISHED);
}
TEST(WalkBotSimulation, BotVisitsNodesInForwardOrder)
{
auto mesh = make_linear_mesh(5);
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {4.f, 0.f, 0.f}, 0.5f);
sim.run(50);
ASSERT_FALSE(sim.visited_nodes.empty());
// Verify that x-coordinates are non-decreasing (forward progress only).
for (std::size_t i = 1; i < sim.visited_nodes.size(); ++i)
EXPECT_GE(sim.visited_nodes[i].x, sim.visited_nodes[i - 1].x - 1e-3f);
}
TEST(WalkBotSimulation, TwoNodePathReachesGoal)
{
auto mesh = make_linear_mesh(2); // (0,0,0) <-> (1,0,0)
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, 0.5f);
sim.run(10);
EXPECT_TRUE(sim.finished);
}
TEST(WalkBotSimulation, LongChainEventuallyFinishes)
{
constexpr int kLength = 20;
auto mesh = make_linear_mesh(kLength);
WalkSimulator sim(mesh,
{0.f, 0.f, 0.f},
{static_cast<float>(kLength - 1), 0.f, 0.f},
0.5f);
sim.run(200);
EXPECT_TRUE(sim.finished);
}
TEST(WalkBotSimulation, StartAlreadyAtTargetFinishesImmediately)
{
auto mesh = make_linear_mesh(3);
WalkSimulator sim(mesh, {1.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, 0.5f);
sim.run(5);
EXPECT_TRUE(sim.finished);
EXPECT_EQ(sim.status_history.front(), WalkBotStatus::FINISHED);
EXPECT_EQ(sim.status_history.size(), 1u);
}
TEST(WalkBotSimulation, NoIdleEmittedDuringSuccessfulWalk)
{
auto mesh = make_linear_mesh(4);
WalkSimulator sim(mesh, {0.f, 0.f, 0.f}, {3.f, 0.f, 0.f}, 0.5f);
sim.run(50);
for (auto s : sim.status_history)
EXPECT_NE(s, WalkBotStatus::IDLE);
}
// ---------------------------------------------------------------------------
// Walk simulation on a branching mesh
// ---------------------------------------------------------------------------
TEST(WalkBotSimulation, BotNavigatesBranchingMesh)
{
// Diamond topology:
// (1,1,0)
// / \
// (0,0,0) (2,0,0)
// \ /
// (1,-1,0)
auto mesh = std::make_shared<NavigationMesh>();
const Vector3<float> start{0.f, 0.f, 0.f};
const Vector3<float> top{1.f, 1.f, 0.f};
const Vector3<float> bot_node{1.f, -1.f, 0.f};
const Vector3<float> goal{2.f, 0.f, 0.f};
mesh->m_vertex_map[start] = {top, bot_node};
mesh->m_vertex_map[top] = {start, goal};
mesh->m_vertex_map[bot_node] = {start, goal};
mesh->m_vertex_map[goal] = {top, bot_node};
WalkSimulator sim(mesh, start, goal, 0.5f);
sim.run(20);
EXPECT_TRUE(sim.finished);
}