- TestData 新增 CreateScenarioDrone/CreateScenarioUnit 等辅助方法 - 批量替换旧字段构造为 spec 引用 - 230/238 通过,8 个边缘测试待修
535 lines
27 KiB
C#
535 lines
27 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using CounterDrone.Core.Algorithms;
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using CounterDrone.Core.Models;
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using Xunit;
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using Xunit.Abstractions;
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namespace CounterDrone.Core.Tests
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{
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public class DefensePlannerTests
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{
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private readonly ITestOutputHelper _output;
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public DefensePlannerTests(ITestOutputHelper output) { _output = output; }
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private static readonly List<AmmunitionSpec> TestAmmo = TestData.Ammo;
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private static readonly DroneSpec TestDroneSpec = new()
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{
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Id = "ds-shahed", DroneType = (int)DroneType.FixedWing,
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PowerType = (int)PowerType.Piston, Wingspan = 2.5,
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TypicalSpeed = 120, TypicalAltitude = 500,
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};
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private static readonly FireUnitSpec TestFuSpec = new()
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{
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Id = "fu-ground", PlatformType = (int)PlatformType.GroundBased,
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GunCount = 1, ChannelsPerGun = 16, ChannelInterval = 0.1,
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MuzzleVelocity = 800, Cooldown = 5,
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};
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private static FireUnit MakeGroundUnit(string id, float posX, int munitions = 16)
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=> new()
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{
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Id = id, Type = PlatformType.GroundBased,
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Position = new Vector3(posX, 0, 50),
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GunCount = 1, ChannelsPerGun = 16,
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ChannelInterval = 0.1f,
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MuzzleVelocity = 800, TotalMunitions = munitions, Cooldown = 5f,
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AmmoTypes = new() { AerosolType.InertGas, AerosolType.ActiveMaterial, AerosolType.ActiveFuel },
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};
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private static FireUnit MakeAirUnit(string id, float posX)
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=> new()
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{
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Id = id, Type = PlatformType.AirBased,
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Position = new Vector3(posX, 2500, -2000),
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GunCount = 1, ChannelsPerGun = 16,
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MuzzleVelocity = 55, CruiseSpeed = 55, ReleaseAltitude = 1500,
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TotalMunitions = 16, Cooldown = 5f,
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AmmoTypes = new() { AerosolType.InertGas },
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};
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private static DroneWave MakeThreat(PowerType power = PowerType.Piston, float speed = 120f,
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float startX = 0, float endX = 10000, float alt = 500)
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{
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var spec = new DroneSpec
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{
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Id = "ds-test", DroneType = (int)DroneType.FixedWing,
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PowerType = (int)power, TypicalSpeed = speed,
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TypicalAltitude = alt, Wingspan = 2.5,
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};
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var t = new DroneWave
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{
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WaveId = "default",
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Profile = spec,
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Quantity = 1,
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Waypoints = new List<Waypoint>
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{
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new() { PosX = startX, PosY = alt, PosZ = 100, Speed = speed },
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new() { PosX = endX, PosY = alt, PosZ = 100, Speed = speed },
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},
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};
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return t;
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}
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private PlannerResult Plan(List<FireUnit> units, DroneWave threat,
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CombatScene? env = null)
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=> new DefensePlanner(TestAmmo, TestPlannerConfig.Instance).Plan(units, new() { threat }, env ?? new CombatScene(), new List<DetectionSource>());
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// ═══════════════════════════════════════
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// 威胁排序
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// ═══════════════════════════════════════
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[Fact] public void Priority_FasterThreat_RanksHigher()
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{
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var a = MakeThreat(speed: 60); a.ArrivalTime = 50; a.ThreatIndex = 2f;
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var b = MakeThreat(speed: 500); b.ArrivalTime = 50; b.ThreatIndex = 16f;
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Assert.True(b.Priority > a.Priority);
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}
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[Fact] public void Priority_EarlierThreat_RanksHigher()
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{
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var a = MakeThreat(); a.ArrivalTime = 20; a.ThreatIndex = 2f;
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var b = MakeThreat(); b.ArrivalTime = 100; b.ThreatIndex = 2f;
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Assert.True(a.Priority > b.Priority);
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}
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// ═══════════════════════════════════════
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// 弹药匹配
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// ═══════════════════════════════════════
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[Fact] public void Ammo_Piston_MatchesInertGas()
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=> Assert.Equal(AerosolType.InertGas,
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Plan(new() { MakeGroundUnit("u0", 5000) }, MakeThreat(PowerType.Piston)).Best.Assignments[0].AmmoType);
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[Fact] public void Ammo_Jet_MatchesActiveMaterial()
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=> Assert.Equal(AerosolType.ActiveMaterial,
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Plan(new() { MakeGroundUnit("u0", 5000) }, MakeThreat(PowerType.Jet, 500)).Best.Assignments[0].AmmoType);
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[Fact] public void Ammo_Electric_MatchesInertGas()
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=> Assert.Equal(AerosolType.InertGas,
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Plan(new() { MakeGroundUnit("u0", 5000) }, MakeThreat(PowerType.Electric)).Best.Assignments[0].AmmoType);
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// ═══════════════════════════════════════
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// 地基弹道:每发 shellTime 因目标位置不同而不同
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// ═══════════════════════════════════════
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[Fact]
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public void Ground_FireTime_VariesPerUnitPosition()
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{
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// 不同位置 → InterceptCalculator 给出不同拦截弧/时间 → 发射时刻不同
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var u0 = MakeGroundUnit("u0", 5000);
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var u1 = MakeGroundUnit("u1", 8000);
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var threat = MakeThreat(speed: 120);
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var r0 = Plan(new() { u0 }, threat);
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var r1 = Plan(new() { u1 }, threat);
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// 两个位置的 plan 都应有有效发射事件
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Assert.NotEmpty(r0.Best.MergedSchedule);
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Assert.NotEmpty(r1.Best.MergedSchedule);
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float t0 = r0.Best.MergedSchedule[0].FireTime;
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float t1 = r1.Best.MergedSchedule[0].FireTime;
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// FireTime 必须 > 0(在可发射窗口内)
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Assert.True(t0 > 0, $"u0 FireTime={t0:F1} 应>0");
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Assert.True(t1 > 0, $"u1 FireTime={t1:F1} 应>0");
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// 两个位置的 launchAngle 都来自 InterceptCalculator,应为正值
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Assert.True(r0.Best.MergedSchedule[0].LaunchAngle > 0);
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Assert.True(r1.Best.MergedSchedule[0].LaunchAngle > 0);
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}
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[Fact]
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public void MultiLane_3Drones_3Lanes_ExactOutput()
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{
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var threat = MakeThreat(speed: 200);
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threat.Quantity = 3;
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threat.Route = new RoutePlan { FormationMode = (int)Models.FormationMode.Formation, LateralSpacing = 50 };
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threat.Waypoints.Clear();
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threat.Waypoints.Add(new Waypoint { PosX = 0, PosY = 500, PosZ = 0, Speed = 200 });
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threat.Waypoints.Add(new Waypoint { PosX = 20000, PosY = 500, PosZ = 0, Speed = 200 });
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var result = Plan(new() { MakeGroundUnit("u0", 5000), MakeGroundUnit("u1", 5000), MakeGroundUnit("u2", 5000) }, threat);
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var events = result.Best.MergedSchedule.OrderBy(e => e.FireTime).ToList();
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float first = events[0].FireTime, last = events[^1].FireTime;
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// 输出到控制台
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_output.WriteLine($"=== 3无人机 3车道 Planner输出 ===");
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_output.WriteLine($"总弹药: {events.Count}发, 跨度: {last-first:F2}s");
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foreach (var e in events)
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_output.WriteLine($" FireTime={e.FireTime:F2}s Y={e.TargetY:F0} PlatIdx={e.PlatformIndex}");
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var dump = string.Join("\n", events.Select(e => $" FireTime={e.FireTime:F2}s Y={e.TargetY:F0} PlatIdx={e.PlatformIndex}"));
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// 3 车道,弹药数取决于损伤模型
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Assert.True(events.Count >= 21, $"应≥21发, 实际{events.Count}\n{dump}");
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Assert.True(last - first > 0, $"跨度>0\n{dump}");
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// 验证每个车道有独立的 TargetZ
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var zs = events.Select(e => e.TargetZ).Distinct().ToList();
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Assert.True(zs.Count >= 2, $"应有至少2个不同Z值(distinct lanes)\n{dump}");
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}
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[Fact]
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public void Ground_AllFireTimesPositive() => Assert.All(
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Plan(new() { MakeGroundUnit("u0", 5000) }, MakeThreat()).Best.MergedSchedule,
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fe => Assert.True(fe.FireTime > 0));
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[Fact]
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public void Ground_AllBeforeArrival()
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{
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var threat = MakeThreat();
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float arrival = threat.GetArrivalTime();
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Assert.All(Plan(new() { MakeGroundUnit("u0", 5000) }, threat).Best.MergedSchedule,
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fe => Assert.True(fe.FireTime < arrival, $"FireTime={fe.FireTime:F1} >= arrival={arrival:F1}"));
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}
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[Fact]
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public void Ground_MuzzleVelocity_InFireEvent()
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=> Assert.All(Plan(new() { MakeGroundUnit("u0", 5000) }, MakeThreat()).Best.MergedSchedule,
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fe => Assert.Equal(800f, fe.MuzzleVelocity));
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[Fact]
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public void Ground_TargetX_OnRoute()
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{
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var threat = MakeThreat(startX: 0, endX: 10000);
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Assert.All(Plan(new() { MakeGroundUnit("u0", 5000) }, threat).Best.MergedSchedule,
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fe => Assert.True(fe.TargetX >= 0 && fe.TargetX <= 10000, $"TargetX={fe.TargetX:F0}"));
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}
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// ═══════════════════════════════════════
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// 空基弹道:平台飞一次,所有弹药同飞行时间
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// ═══════════════════════════════════════
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// ═══════════════════════════════════════
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// 分配逻辑
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// ═══════════════════════════════════════
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[Fact]
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public void Allocation_RespectsTotalMunitions()
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{
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var unit = MakeGroundUnit("u0", 5000, munitions: 2); // 只能打 2 发
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var result = Plan(new() { unit }, MakeThreat(speed: 200));
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int totalFired = result.Best.Assignments.Sum(a => a.RoundsFired);
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Assert.True(totalFired <= 2, $"fired={totalFired} > 2 munitions");
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}
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[Fact]
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public void Allocation_MultiUnit_PoolsChannels()
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{
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var result = new DefensePlanner(TestAmmo, TestPlannerConfig.Instance).Plan(
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new() { MakeGroundUnit("u0", 5000), MakeGroundUnit("u1", 5100) },
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new() { MakeThreat(speed: 200) }, new CombatScene(), new List<DetectionSource>());
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Assert.True(result.Best.ThreatsEngaged == 1);
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Assert.True(result.Best.MergedSchedule.Count > 1);
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}
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[Fact]
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public void Allocation_IncompatibleAmmo_NotEngaged()
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{
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var unit = new FireUnit
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{
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Id = "u0", Type = PlatformType.GroundBased,
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Position = new Vector3(5000, 0, 50),
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GunCount = 1, ChannelsPerGun = 16, MuzzleVelocity = 800,
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TotalMunitions = 16,
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AmmoTypes = new() { AerosolType.ActiveMaterial }, // 无 InertGas
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};
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var result = Plan(new() { unit }, MakeThreat(PowerType.Piston));
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Assert.Equal(0, result.Best.ThreatsEngaged);
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}
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// ═══════════════════════════════════════
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// 边界
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// ═══════════════════════════════════════
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[Fact] public void Edge_NoUnits_Unengaged() => Assert.Equal(1, new DefensePlanner(TestAmmo, TestPlannerConfig.Instance).Plan(new(), new() { MakeThreat() }, new CombatScene(), new List<DetectionSource>()).Best.ThreatsUnengaged);
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[Fact] public void Edge_NoThreats_Empty() => Assert.Equal(0, new DefensePlanner(TestAmmo, TestPlannerConfig.Instance).Plan(new() { MakeGroundUnit("u0", 5000) }, new(), new CombatScene(), new List<DetectionSource>()).Best.ThreatsEngaged);
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[Fact]
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public void Edge_OutOfRange_Ground()
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{
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var unit = MakeGroundUnit("u0", 100000); // 极远
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var result = Plan(new() { unit }, MakeThreat());
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Assert.Equal(0, result.Best.ThreatsEngaged);
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}
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[Fact]
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public void Edge_OutOfRange_Air()
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{
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var unit = new FireUnit
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{
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Id = "u0", Type = PlatformType.AirBased,
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Position = new Vector3(100000, 2500, 100000), // 极远
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GunCount = 1, ChannelsPerGun = 4, MuzzleVelocity = 10, CruiseSpeed = 10, ReleaseAltitude = 1500,
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TotalMunitions = 4, AmmoTypes = new() { AerosolType.InertGas },
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};
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var result = Plan(new() { unit }, MakeThreat());
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Assert.Equal(0, result.Best.ThreatsEngaged);
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}
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// ═══════════════════════════════════════
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// 多威胁
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// ═══════════════════════════════════════
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[Fact]
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public void MultiThreat_BothEngaged()
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{
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var a = MakeThreat(PowerType.Piston, 120); a.WaveId = "g0";
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var b = MakeThreat(PowerType.Jet, 300); b.WaveId = "g1";
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var result = new DefensePlanner(TestAmmo, TestPlannerConfig.Instance).Plan(
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new() { MakeGroundUnit("u0", 5000), MakeGroundUnit("u1", 5100) },
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new() { a, b }, new CombatScene(), new List<DetectionSource>());
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Assert.Equal(2, result.Best.ThreatsEngaged);
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}
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// ═══════════════════════════════════════
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// 临界方案
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// ═══════════════════════════════════════
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[Fact]
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public void Critical_HasAssignments()
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{
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var result = Plan(new() { MakeGroundUnit("u0", 5000) }, MakeThreat());
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Assert.True(result.Critical.Assignments.Count > 0);
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Assert.True(result.Critical.OverallProbability >= 0.4f);
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}
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// ═══════════════════════════════════════
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// P1 风偏补偿:云团生成后会被风吹偏 windVec × expansionTime,
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// Planner 须逆风预置抛撒点,使云团漂移回无人机穿越点。
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// tx,tz = 无人机穿越点(航路中点,不变)
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// cloudGenX/Z = 抛撒点(FireEvent.TargetX/Z,含风偏补偿)
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// ═══════════════════════════════════════
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[Fact]
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public void WindOffset_NoWind_NoDirectionalBias()
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{
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// 无风时,无论 WindDirection 取何值,抛撒点都应相同
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// (风偏补偿 = windVec × expansionTime,windVec=0 时补偿为 0)
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var threat = MakeThreat(startX: 0, endX: 10000);
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// 风向取不同值,但风速都是 0
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var envN = new CombatScene { WindSpeed = 0, WindDirection = (int)WindDirection.N };
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var envE = new CombatScene { WindSpeed = 0, WindDirection = (int)WindDirection.E };
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var rN = Plan(new() { MakeGroundUnit("u0", 5000) }, threat, envN);
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var rE = Plan(new() { MakeGroundUnit("u0", 5000) }, threat, envE);
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float xN = rN.Best.MergedSchedule[0].TargetX;
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float xE = rE.Best.MergedSchedule[0].TargetX;
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Assert.True(Math.Abs(xN - xE) < 1f,
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$"无风时风向不应影响抛撒点:N={xN:F1}, E={xE:F1}");
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}
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[Fact]
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public void WindOffset_EastWind_TargetShiftedUpwind()
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{
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// 东风(WindDirection.E):WindToVector 返回 (speed, 0, 0),云团被吹向 +X。
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// 抛撒点应逆风预置 → TargetX < 航路中点 X=5000
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var threat = MakeThreat(startX: 0, endX: 10000);
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var env = new CombatScene { WindSpeed = 10f, WindDirection = (int)WindDirection.E };
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var calmResult = Plan(new() { MakeGroundUnit("u0", 5000) }, threat, new CombatScene { WindSpeed = 0 });
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var windyResult = Plan(new() { MakeGroundUnit("u0", 5000) }, threat, env);
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float calmX = calmResult.Best.MergedSchedule[0].TargetX;
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float windyX = windyResult.Best.MergedSchedule[0].TargetX;
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Assert.True(windyX < calmX,
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$"东风下抛撒点 X={windyX:F1} 应小于无风 X={calmX:F1}(逆风预置补偿)");
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// 偏移量级合理性:expansionTime≈30s,风速 10m/s → 偏移约 300m
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Assert.True(calmX - windyX > 100f,
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$"偏移量 {calmX - windyX:F1}m 应有显著量级(期望 ~300m)");
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}
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[Fact]
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public void WindOffset_WestWind_TargetShiftedOpposite()
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{
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// 西风:风矢量 (-speed, 0, 0),云团被吹向 -X。
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// 抛撒点应在 +X 方向(TargetX > 中点),与东风对称
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var threat = MakeThreat(startX: 0, endX: 10000);
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var env = new CombatScene { WindSpeed = 10f, WindDirection = (int)WindDirection.W };
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var calmResult = Plan(new() { MakeGroundUnit("u0", 5000) }, threat, new CombatScene { WindSpeed = 0 });
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var windyResult = Plan(new() { MakeGroundUnit("u0", 5000) }, threat, env);
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float calmX = calmResult.Best.MergedSchedule[0].TargetX;
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float windyX = windyResult.Best.MergedSchedule[0].TargetX;
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Assert.True(windyX > calmX,
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$"西风下抛撒点 X={windyX:F1} 应大于无风 X={calmX:F1}(与东风相反方向)");
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}
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[Fact]
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public void WindOffset_NorthWind_ShiftsZ()
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{
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// 北风:WindToVector 返回 (0, 0, speed),云团被吹向 +Z。
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// 抛撒点应在 -Z 方向(TargetZ 更小)
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var threat = MakeThreat(startX: 0, endX: 10000);
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threat.Waypoints[0].PosZ = 100;
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threat.Waypoints[1].PosZ = 100;
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var env = new CombatScene { WindSpeed = 10f, WindDirection = (int)WindDirection.N };
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var calmResult = Plan(new() { MakeGroundUnit("u0", 5000) }, threat, new CombatScene { WindSpeed = 0 });
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var windyResult = Plan(new() { MakeGroundUnit("u0", 5000) }, threat, env);
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float calmZ = calmResult.Best.MergedSchedule[0].TargetZ;
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float windyZ = windyResult.Best.MergedSchedule[0].TargetZ;
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Assert.True(windyZ < calmZ,
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$"北风下抛撒点 Z={windyZ:F1} 应小于无风 Z={calmZ:F1}(Z 方向逆风补偿)");
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}
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// ═══════════════════════════════════════
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// 航路感知布局:云团沿真实航路方向分布,不写死 X 轴。
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// Z 向航路(南北飞)的多发云团,X 坐标应集中在航路 X 附近(非发散)。
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// ═══════════════════════════════════════
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[Fact]
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public void RouteAware_ZDirectionRoute_CloudsOnRoute()
|
||
{
|
||
// Z 向航路:从 (5000,0) 飞向 (5000,10000),即沿 +Z 方向
|
||
// 之前 offset 写死 X 轴时,多发云团会沿 X 发散到 5000±N×spacing,偏离航路
|
||
// 改用 RouteGeometry 后,offset 沿航路切向(+Z),云团应集中在 X=5000
|
||
var threat = new DroneWave
|
||
{
|
||
WaveId = "default",
|
||
Profile = TestData.DefaultDroneSpec,
|
||
Waypoints = new List<Waypoint>
|
||
{
|
||
new() { PosX = 5000, PosY = 500, PosZ = 0, Speed = 200 },
|
||
new() { PosX = 5000, PosY = 500, PosZ = 10000, Speed = 200 },
|
||
},
|
||
};
|
||
// 火力单元放在航路起点附近(X=5000)
|
||
var unit = MakeGroundUnit("u0", 5000);
|
||
var result = Plan(new() { unit }, threat, new CombatScene());
|
||
|
||
// 所有抛撒点的 X 应集中在 5000 附近(±少量风偏,此处无风)
|
||
// 若 offset 仍写死 X 轴,多发会沿 X 散开到 5000±N×40
|
||
Assert.All(result.Best.MergedSchedule, fe =>
|
||
Assert.True(Math.Abs(fe.TargetX - 5000) < 50f,
|
||
$"Z 向航路下抛撒点 X={fe.TargetX:F1} 应在航路 X=5000 附近(±50m),而非沿 X 发散"));
|
||
}
|
||
|
||
// ═══════════════════════════════════════
|
||
// 探测驱动规划:有探测设备时,planner 基于探测边界算到达时间,发射时机改变
|
||
// ═══════════════════════════════════════
|
||
|
||
private static FireUnit MakeBlindGroundUnit(string id, float posX, int munitions = 16)
|
||
=> new()
|
||
{
|
||
Id = id, Type = PlatformType.GroundBased,
|
||
Position = new Vector3(posX, 0, 50),
|
||
GunCount = 1, ChannelsPerGun = 16,
|
||
ChannelInterval = 0.1f,
|
||
MuzzleVelocity = 800, TotalMunitions = munitions, Cooldown = 5f,
|
||
AmmoTypes = new() { AerosolType.InertGas, AerosolType.ActiveMaterial, AerosolType.ActiveFuel },
|
||
// 无探测能力(RadarRange/EORange/IRange 默认 0)
|
||
};
|
||
|
||
[Fact]
|
||
public void DetectionDriven_FireTime_UsesDetectionBoundary()
|
||
{
|
||
// 航路 X:0→10000,无人机 200km/h。无探测时 planner 基于起点,到达中点 5000m = 90s
|
||
var threat = MakeThreat(speed: 200, startX: 0, endX: 10000);
|
||
var unit = MakeBlindGroundUnit("u0", 5000);
|
||
|
||
// 场景A:无探测(DetectArc=0,上帝视角从起点算)
|
||
var resultNoDet = new DefensePlanner(TestAmmo, TestPlannerConfig.Instance).Plan(
|
||
new() { unit }, new() { threat }, new CombatScene { Visibility = 10000 },
|
||
new List<DetectionSource>());
|
||
float fireNoDet = resultNoDet.Best.MergedSchedule[0].FireTime;
|
||
|
||
// 场景B:探测源雷达 3000m,部署 X=8000,边界 X=5000 和 X=11000
|
||
// 无人机从 X=0 飞,在 X=5000 进入探测(DetectArc=5000)
|
||
// planner 基于 X=5000 算到达时间(拦截点 5000m 中点,travelArc = 5000-5000 = 0)
|
||
// 但中点 X=5000 = 探测边界,travelArc=0 意味着来不及拦截
|
||
// 所以实际拦截点会不同。简化验证:有探测时 fireTime 不同(推迟或无法拦截)
|
||
var detSrc = new DetectionSource
|
||
{
|
||
Position = new Vector3(8000, 0, 0),
|
||
RadarRange = 3000, Accuracy = 50,
|
||
};
|
||
var resultDet = new DefensePlanner(TestAmmo, TestPlannerConfig.Instance).Plan(
|
||
new() { unit }, new() { threat }, new CombatScene { Visibility = 10000 },
|
||
new List<DetectionSource> { detSrc });
|
||
|
||
Assert.True(fireNoDet > 0, $"无探测 fireTime={fireNoDet}");
|
||
// 探测边界 X=5000 = 航路中点(拦截点),travelArc=0,来不及拦截 → ThreatsUnengaged
|
||
// 这验证了 planner 确实基于探测边界算到达时间(而非上帝视角从起点算)
|
||
Assert.True(resultDet.Best.ThreatsUnengaged > 0,
|
||
$"探测边界=拦截点时应无法拦截(DetectArc=中点弧长),threatsUnengaged={resultDet.Best.ThreatsUnengaged}");
|
||
}
|
||
|
||
// ═══════════════════════════════════════
|
||
// HasInterceptWindow — 拦截窗口可行性(纯函数单元测试)
|
||
// ═══════════════════════════════════════
|
||
|
||
private static DroneWave QuickThreat(float typicalSpeed, float detectArc)
|
||
{
|
||
var t = MakeThreat(speed: typicalSpeed);
|
||
t.DetectArc = detectArc;
|
||
return t;
|
||
}
|
||
|
||
[Fact]
|
||
public void HasInterceptWindow_DetectArcPastMidpoint_ReturnsFalse()
|
||
{
|
||
// DetectArc=3000 > midArc=2500 → travelArc<0 → 探测在拦截点之后
|
||
var threat = QuickThreat(200f, 3000f);
|
||
Assert.False(DefensePlanner.HasInterceptWindow(threat, 2500f, 30f, 2f));
|
||
}
|
||
|
||
[Fact]
|
||
public void HasInterceptWindow_DetectArcAtMidpoint_ReturnsFalse()
|
||
{
|
||
// DetectArc=2500 = midArc → travelArc=0 → 时间窗口为零
|
||
var threat = QuickThreat(200f, 2500f);
|
||
Assert.False(DefensePlanner.HasInterceptWindow(threat, 2500f, 30f, 2f));
|
||
}
|
||
|
||
[Fact]
|
||
public void HasInterceptWindow_WindowTooShort_ReturnsFalse()
|
||
{
|
||
// travelArc=500, speed=200km/h=55.6m/s → timeAvail≈9s
|
||
// expansionTime=30s + deliveryTime=2s = 32s → 9s < 32s
|
||
var threat = QuickThreat(200f, 2000f); // DetectArc=2000, midArc=2500 → travel=500
|
||
Assert.False(DefensePlanner.HasInterceptWindow(threat, 2500f, 30f, 2f));
|
||
}
|
||
|
||
[Fact]
|
||
public void HasInterceptWindow_BarelyEnough_ReturnsTrue()
|
||
{
|
||
// travelArc=2000, speed=200km/h=55.6m/s → timeAvail≈36s
|
||
// expansionTime=30s + deliveryTime=5s = 35s → 36s > 35s
|
||
var threat = QuickThreat(200f, 500f); // DetectArc=500, midArc=2500 → travel=2000
|
||
Assert.True(DefensePlanner.HasInterceptWindow(threat, 2500f, 30f, 5f));
|
||
}
|
||
|
||
[Fact]
|
||
public void HasInterceptWindow_SlowDroneHasMoreTime_ReturnsTrue()
|
||
{
|
||
// travelArc=500, speed=60km/h=16.7m/s → timeAvail≈30s
|
||
// expansionTime=25s + deliveryTime=3s = 28s → 30s > 28s
|
||
var threat = QuickThreat(60f, 2000f); // slower drone, same geometry
|
||
Assert.True(DefensePlanner.HasInterceptWindow(threat, 2500f, 25f, 3f));
|
||
}
|
||
|
||
[Fact]
|
||
public void HasInterceptWindow_FastDroneHasLessTime_ReturnsFalse()
|
||
{
|
||
// travelArc=500, speed=300km/h=83.3m/s → timeAvail≈6s
|
||
// expansionTime=20s + deliveryTime=1s = 21s → 6s < 21s
|
||
var threat = QuickThreat(300f, 2000f);
|
||
Assert.False(DefensePlanner.HasInterceptWindow(threat, 2500f, 20f, 1f));
|
||
}
|
||
|
||
// ═══════════════════════════════════════
|
||
// 端到端:不可行方案返回清晰原因
|
||
// ═══════════════════════════════════════
|
||
|
||
}
|
||
}
|