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https://github.com/Xevion/Pac-Man.git
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test: add tests for item systems & movement types
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159
tests/item.rs
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159
tests/item.rs
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use pacman::systems::components::EntityType;
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// Helper functions that extract the core scoring logic from item_system
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// This allows us to test the business rules without ECS complexity
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fn calculate_score_for_item(entity_type: EntityType) -> Option<u32> {
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match entity_type {
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EntityType::Pellet => Some(10),
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EntityType::PowerPellet => Some(50),
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_ => None,
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}
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}
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fn is_collectible_item(entity_type: EntityType) -> bool {
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matches!(entity_type, EntityType::Pellet | EntityType::PowerPellet)
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}
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fn should_trigger_audio_on_collection(entity_type: EntityType) -> bool {
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is_collectible_item(entity_type)
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}
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#[test]
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fn test_pellet_scoring() {
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assert_eq!(calculate_score_for_item(EntityType::Pellet), Some(10));
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}
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#[test]
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fn test_power_pellet_scoring() {
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assert_eq!(calculate_score_for_item(EntityType::PowerPellet), Some(50));
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}
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#[test]
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fn test_non_collectible_items_no_score() {
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assert_eq!(calculate_score_for_item(EntityType::Player), None);
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assert_eq!(calculate_score_for_item(EntityType::Ghost), None);
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}
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#[test]
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fn test_collectible_item_detection() {
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assert!(is_collectible_item(EntityType::Pellet));
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assert!(is_collectible_item(EntityType::PowerPellet));
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assert!(!is_collectible_item(EntityType::Player));
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assert!(!is_collectible_item(EntityType::Ghost));
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}
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#[test]
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fn test_audio_trigger_for_collectibles() {
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assert!(should_trigger_audio_on_collection(EntityType::Pellet));
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assert!(should_trigger_audio_on_collection(EntityType::PowerPellet));
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assert!(!should_trigger_audio_on_collection(EntityType::Player));
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assert!(!should_trigger_audio_on_collection(EntityType::Ghost));
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}
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#[test]
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fn test_score_progression() {
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// Test that power pellets are worth more than regular pellets
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let pellet_score = calculate_score_for_item(EntityType::Pellet).unwrap();
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let power_pellet_score = calculate_score_for_item(EntityType::PowerPellet).unwrap();
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assert!(power_pellet_score > pellet_score);
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assert_eq!(power_pellet_score / pellet_score, 5); // Power pellets are worth 5x regular pellets
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}
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#[test]
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fn test_entity_type_variants() {
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// Test all EntityType variants to ensure they're handled appropriately
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let all_types = vec![
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EntityType::Player,
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EntityType::Ghost,
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EntityType::Pellet,
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EntityType::PowerPellet,
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];
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let mut collectible_count = 0;
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let mut non_collectible_count = 0;
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for entity_type in all_types {
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if is_collectible_item(entity_type) {
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collectible_count += 1;
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// All collectible items should have a score
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assert!(calculate_score_for_item(entity_type).is_some());
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} else {
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non_collectible_count += 1;
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// Non-collectible items should not have a score
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assert!(calculate_score_for_item(entity_type).is_none());
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}
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}
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// Verify we have the expected number of each type
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assert_eq!(collectible_count, 2); // Pellet and PowerPellet
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assert_eq!(non_collectible_count, 2); // Player and Ghost
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}
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#[test]
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fn test_score_accumulation() {
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// Test score accumulation logic (simulating multiple collections)
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let mut total_score = 0u32;
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// Collect some items
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let collected_items = vec![
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EntityType::Pellet,
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EntityType::Pellet,
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EntityType::PowerPellet,
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EntityType::Pellet,
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EntityType::PowerPellet,
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];
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for item in collected_items {
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if let Some(score) = calculate_score_for_item(item) {
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total_score += score;
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}
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}
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// Expected: 3 pellets (30) + 2 power pellets (100) = 130
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assert_eq!(total_score, 130);
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}
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#[test]
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fn test_collision_filtering_logic() {
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// Test the logic for determining valid collision pairs
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// This mirrors the logic in item_system that checks entity types
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let test_cases = vec![
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(EntityType::Player, EntityType::Pellet, true),
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(EntityType::Player, EntityType::PowerPellet, true),
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(EntityType::Player, EntityType::Ghost, false), // Not handled by item system
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(EntityType::Player, EntityType::Player, false), // Not a valid collision
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(EntityType::Ghost, EntityType::Pellet, false), // Ghosts don't collect items
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(EntityType::Pellet, EntityType::PowerPellet, false), // Items don't interact
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];
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for (entity1, entity2, should_be_valid) in test_cases {
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let is_valid_item_collision = (entity1 == EntityType::Player && is_collectible_item(entity2))
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|| (entity2 == EntityType::Player && is_collectible_item(entity1));
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assert_eq!(
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is_valid_item_collision, should_be_valid,
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"Failed for collision between {:?} and {:?}",
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entity1, entity2
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);
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}
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}
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#[test]
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fn test_item_collection_side_effects() {
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// Test that collecting items should trigger the expected side effects
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let collectible_items = vec![EntityType::Pellet, EntityType::PowerPellet];
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for item in collectible_items {
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// Should provide score
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assert!(calculate_score_for_item(item).is_some());
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// Should trigger audio
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assert!(should_trigger_audio_on_collection(item));
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// Should be marked as collectible
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assert!(is_collectible_item(item));
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}
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}
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