refactor: remove all unused/broken tests, remove many now unused types/functions

This commit is contained in:
2025-08-15 09:24:42 -05:00
parent 242da2e263
commit 3388d77ec5
18 changed files with 92 additions and 890 deletions

View File

@@ -5,4 +5,3 @@ pub mod graph;
pub mod item;
pub mod pacman;
pub mod r#trait;
pub mod traversal;

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@@ -1,159 +0,0 @@
use crate::ecs::components::Position;
use crate::error::GameResult;
use super::direction::Direction;
use super::graph::{Edge, Graph};
/// Manages an entity's movement through the graph.
///
/// A `Traverser` encapsulates the state of an entity's position and direction,
/// providing a way to advance along the graph's paths based on a given distance.
/// It also handles direction changes, buffering the next intended direction.
pub struct Traverser {
/// The current position of the traverser in the graph.
pub position: Position,
/// The current direction of movement.
pub direction: Direction,
/// Buffered direction change with remaining frame count for timing.
///
/// The `u8` value represents the number of frames remaining before
/// the buffered direction expires. This allows for responsive controls
/// by storing direction changes for a limited time.
pub next_direction: Option<(Direction, u8)>,
}
impl Traverser {
/// Sets the next direction for the traverser to take.
///
/// The direction is buffered and will be applied at the next opportunity,
/// typically when the traverser reaches a new node. This allows for responsive
/// controls, as the new direction is stored for a limited time.
pub fn set_next_direction(&mut self, new_direction: Direction) {
if self.direction != new_direction {
self.next_direction = Some((new_direction, 30));
}
}
/// Advances the traverser along the graph by a specified distance.
///
/// This method updates the traverser's position based on its current state
/// and the distance to travel.
///
/// - If at a node, it checks for a buffered direction to start moving.
/// - If between nodes, it moves along the current edge.
/// - If it reaches a node, it attempts to transition to a new edge based on
/// the buffered direction or by continuing straight.
/// - If no valid move is possible, it stops at the node.
///
/// Returns an error if the movement is invalid (e.g., trying to move in an impossible direction).
pub fn advance<F>(&mut self, graph: &Graph, distance: f32, can_traverse: &F) -> GameResult<()>
where
F: Fn(Edge) -> bool,
{
// Decrement the remaining frames for the next direction
if let Some((direction, remaining)) = self.next_direction {
if remaining > 0 {
self.next_direction = Some((direction, remaining - 1));
} else {
self.next_direction = None;
}
}
match self.position {
Position::AtNode(node_id) => {
// We're not moving, but a buffered direction is available.
if let Some((next_direction, _)) = self.next_direction {
if let Some(edge) = graph.find_edge_in_direction(node_id, next_direction) {
if can_traverse(edge) {
// Start moving in that direction
self.position = Position::BetweenNodes {
from: node_id,
to: edge.target,
traversed: distance.max(0.0),
};
self.direction = next_direction;
} else {
return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
format!(
"Cannot traverse edge from {} to {} in direction {:?}",
node_id, edge.target, next_direction
),
)));
}
} else {
return Err(crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(
format!("No edge found in direction {:?} from node {}", next_direction, node_id),
)));
}
self.next_direction = None; // Consume the buffered direction regardless of whether we started moving with it
}
}
Position::BetweenNodes { from, to, traversed } => {
// There is no point in any of the next logic if we don't travel at all
if distance <= 0.0 {
return Ok(());
}
let edge = graph.find_edge(from, to).ok_or_else(|| {
crate::error::GameError::Entity(crate::error::EntityError::InvalidMovement(format!(
"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
from, to
)))
})?;
let new_traversed = traversed + distance;
if new_traversed < edge.distance {
// Still on the same edge, just update the distance.
self.position = Position::BetweenNodes {
from,
to,
traversed: new_traversed,
};
} else {
let overflow = new_traversed - edge.distance;
let mut moved = false;
// If we buffered a direction, try to find an edge in that direction
if let Some((next_dir, _)) = self.next_direction {
if let Some(edge) = graph.find_edge_in_direction(to, next_dir) {
if can_traverse(edge) {
self.position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
self.direction = next_dir; // Remember our new direction
self.next_direction = None; // Consume the buffered direction
moved = true;
}
}
}
// If we didn't move, try to continue in the current direction
if !moved {
if let Some(edge) = graph.find_edge_in_direction(to, self.direction) {
if can_traverse(edge) {
self.position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
} else {
self.position = Position::AtNode(to);
self.next_direction = None;
}
} else {
self.position = Position::AtNode(to);
self.next_direction = None;
}
}
}
}
}
Ok(())
}
}