refactor(test): remove dead code and consolidate test utilities

This commit is contained in:
Ryan Walters
2025-09-04 11:53:29 -05:00
parent b34c63cf9c
commit 17188df729
15 changed files with 262 additions and 546 deletions

View File

@@ -1,63 +1,17 @@
use bevy_ecs::{entity::Entity, event::Events, system::RunSystemOnce, world::World};
use bevy_ecs::{event::Events, system::RunSystemOnce};
use pacman::{
events::{GameCommand, GameEvent},
map::{
builder::Map,
direction::Direction,
graph::{Edge, TraversalFlags},
},
systems::{
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
EntityType, GlobalState, MovementModifiers, PlayerControlled, Position, Velocity,
EntityType, GlobalState, Position, Velocity,
},
};
// Test helper functions for ECS setup
fn create_test_world() -> World {
let mut world = World::new();
// Add resources
world.insert_resource(GlobalState { exit: false });
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(DeltaTime(1.0 / 60.0)); // 60 FPS
world.insert_resource(Events::<GameEvent>::default());
world.insert_resource(Events::<pacman::error::GameError>::default());
// Create a simple test map with nodes and edges
let test_map = create_test_map();
world.insert_resource(test_map);
world
}
fn create_test_map() -> Map {
// Use the actual RAW_BOARD from constants.rs
use pacman::constants::RAW_BOARD;
Map::new(RAW_BOARD).expect("Failed to create test map")
}
fn spawn_test_player(world: &mut World) -> Entity {
world
.spawn((
PlayerControlled,
Position::Stopped { node: 0 },
Velocity {
speed: 1.0,
direction: Direction::Right,
},
BufferedDirection::None,
EntityType::Player,
MovementModifiers::default(),
))
.id()
}
fn send_game_event(world: &mut World, command: GameCommand) {
let mut events = world.resource_mut::<Events<GameEvent>>();
events.send(GameEvent::Command(command));
}
mod common;
#[test]
fn test_can_traverse_player_on_all_edges() {
@@ -155,17 +109,13 @@ fn test_entity_type_traversal_flags() {
assert_eq!(EntityType::PowerPellet.traversal_flags(), TraversalFlags::empty());
}
// ============================================================================
// ECS System Tests
// ============================================================================
#[test]
fn test_player_control_system_move_command() {
let mut world = create_test_world();
let _player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
// Run the system
world
@@ -190,11 +140,11 @@ fn test_player_control_system_move_command() {
#[test]
fn test_player_control_system_exit_command() {
let mut world = create_test_world();
let _player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send exit command
send_game_event(&mut world, GameCommand::Exit);
common::send_game_event(&mut world, GameEvent::Command(GameCommand::Exit));
// Run the system
world
@@ -208,11 +158,11 @@ fn test_player_control_system_exit_command() {
#[test]
fn test_player_control_system_toggle_debug() {
let mut world = create_test_world();
let _player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send toggle debug command
send_game_event(&mut world, GameCommand::ToggleDebug);
common::send_game_event(&mut world, GameEvent::Command(GameCommand::ToggleDebug));
// Run the system
world
@@ -226,11 +176,11 @@ fn test_player_control_system_toggle_debug() {
#[test]
fn test_player_control_system_mute_audio() {
let mut world = create_test_world();
let _player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send mute audio command
send_game_event(&mut world, GameCommand::MuteAudio);
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MuteAudio));
// Run the system
world
@@ -243,7 +193,7 @@ fn test_player_control_system_mute_audio() {
// Send mute audio command again to unmute - need fresh events
world.resource_mut::<Events<GameEvent>>().clear(); // Clear previous events
send_game_event(&mut world, GameCommand::MuteAudio);
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MuteAudio));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
@@ -255,10 +205,10 @@ fn test_player_control_system_mute_audio() {
#[test]
fn test_player_control_system_no_player_entity() {
let mut world = create_test_world();
let mut world = common::create_test_world();
// Don't spawn a player entity
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
// Run the system - should write an error
world
@@ -272,8 +222,8 @@ fn test_player_control_system_no_player_entity() {
#[test]
fn test_player_movement_system_buffered_direction_expires() {
let mut world = create_test_world();
let player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set a buffered direction with short time
world.entity_mut(player).insert(BufferedDirection::Some {
@@ -305,8 +255,8 @@ fn test_player_movement_system_buffered_direction_expires() {
#[test]
fn test_player_movement_system_start_moving_from_stopped() {
let mut world = create_test_world();
let _player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Player starts at node 0, facing right (towards node 1)
// Should start moving when system runs
@@ -330,8 +280,8 @@ fn test_player_movement_system_start_moving_from_stopped() {
#[test]
fn test_player_movement_system_buffered_direction_change() {
let mut world = create_test_world();
let player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set a buffered direction to go down (towards node 2)
world.entity_mut(player).insert(BufferedDirection::Some {
@@ -361,8 +311,8 @@ fn test_player_movement_system_buffered_direction_change() {
#[test]
fn test_player_movement_system_no_valid_edge() {
let mut world = create_test_world();
let player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set velocity to direction with no edge
world.entity_mut(player).insert(Velocity {
@@ -386,8 +336,8 @@ fn test_player_movement_system_no_valid_edge() {
#[test]
fn test_player_movement_system_continue_moving() {
let mut world = create_test_world();
let player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set player to already be moving
world.entity_mut(player).insert(Position::Moving {
@@ -414,17 +364,13 @@ fn test_player_movement_system_continue_moving() {
}
}
// ============================================================================
// Integration Tests
// ============================================================================
#[test]
fn test_full_player_input_to_movement_flow() {
let mut world = create_test_world();
let _player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Down)));
// Run control system to process input
world
@@ -454,11 +400,11 @@ fn test_full_player_input_to_movement_flow() {
#[test]
fn test_buffered_direction_timing() {
let mut world = create_test_world();
let _player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
@@ -493,21 +439,21 @@ fn test_buffered_direction_timing() {
#[test]
fn test_multiple_rapid_direction_changes() {
let mut world = create_test_world();
let _player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send multiple rapid direction changes
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Down)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Left));
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Left)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
@@ -526,15 +472,15 @@ fn test_multiple_rapid_direction_changes() {
#[test]
fn test_player_state_persistence_across_systems() {
let mut world = create_test_world();
let _player = spawn_test_player(&mut world);
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Test that multiple commands can be processed - but need to handle events properly
// Clear any existing events first
world.resource_mut::<Events<GameEvent>>().clear();
// Toggle debug mode
send_game_event(&mut world, GameCommand::ToggleDebug);
common::send_game_event(&mut world, GameEvent::Command(GameCommand::ToggleDebug));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
@@ -542,7 +488,7 @@ fn test_player_state_persistence_across_systems() {
// Clear events and mute audio
world.resource_mut::<Events<GameEvent>>().clear();
send_game_event(&mut world, GameCommand::MuteAudio);
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MuteAudio));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
@@ -550,7 +496,7 @@ fn test_player_state_persistence_across_systems() {
// Clear events and move player
world.resource_mut::<Events<GameEvent>>().clear();
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Down)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");