mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-09 10:07:58 -06:00
feat: collision helper, ghost/pacman collision events, collision tests
minor format updates from copilot's commit
This commit is contained in:
150
tests/collision.rs
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150
tests/collision.rs
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use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
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use pacman::{
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error::GameError,
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events::GameEvent,
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map::builder::Map,
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systems::{
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collision::{check_collision, collision_system},
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components::{Collider, EntityType, Ghost, GhostCollider, ItemCollider, PacmanCollider},
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movement::Position,
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},
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};
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fn create_test_world() -> World {
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let mut world = World::new();
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// Add required resources
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world.insert_resource(Events::<GameEvent>::default());
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world.insert_resource(Events::<GameError>::default());
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// Add a minimal test map
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world.insert_resource(create_test_map());
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world
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}
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fn create_test_map() -> Map {
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use pacman::constants::RAW_BOARD;
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Map::new(RAW_BOARD).expect("Failed to create test map")
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}
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fn spawn_test_pacman(world: &mut World) -> Entity {
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world
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.spawn((Position::Stopped { node: 0 }, Collider { size: 10.0 }, PacmanCollider))
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.id()
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}
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fn spawn_test_item(world: &mut World) -> Entity {
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world
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.spawn((
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Position::Stopped { node: 0 },
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Collider { size: 8.0 },
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ItemCollider,
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EntityType::Pellet,
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))
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.id()
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}
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fn spawn_test_ghost(world: &mut World) -> Entity {
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world
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.spawn((
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Position::Stopped { node: 0 },
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Collider { size: 12.0 },
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GhostCollider,
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Ghost::Blinky,
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EntityType::Ghost,
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))
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.id()
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}
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fn spawn_test_ghost_at_node(world: &mut World, node: usize) -> Entity {
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world
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.spawn((
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Position::Stopped { node },
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Collider { size: 12.0 },
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GhostCollider,
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Ghost::Blinky,
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EntityType::Ghost,
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))
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.id()
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}
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#[test]
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fn test_collider_collision_detection() {
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let collider1 = Collider { size: 10.0 };
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let collider2 = Collider { size: 8.0 };
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// Test collision detection
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assert!(collider1.collides_with(collider2.size, 5.0)); // Should collide (distance < 9.0)
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assert!(!collider1.collides_with(collider2.size, 15.0)); // Should not collide (distance > 9.0)
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}
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#[test]
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fn test_check_collision_helper() {
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let map = create_test_map();
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let pos1 = Position::Stopped { node: 0 };
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let pos2 = Position::Stopped { node: 0 }; // Same position
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let collider1 = Collider { size: 10.0 };
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let collider2 = Collider { size: 8.0 };
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// Test collision at same position
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let result = check_collision(&pos1, &collider1, &pos2, &collider2, &map);
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assert!(result.is_ok());
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assert!(result.unwrap()); // Should collide at same position
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// Test collision at different positions
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let pos3 = Position::Stopped { node: 1 }; // Different position
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let result = check_collision(&pos1, &collider1, &pos3, &collider2, &map);
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assert!(result.is_ok());
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// May or may not collide depending on actual node positions
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}
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#[test]
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fn test_collision_system_pacman_item() {
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let mut world = create_test_world();
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let _pacman = spawn_test_pacman(&mut world);
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let _item = spawn_test_item(&mut world);
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// Run collision system - should not panic
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world
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.run_system_once(collision_system)
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.expect("System should run successfully");
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}
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#[test]
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fn test_collision_system_pacman_ghost() {
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let mut world = create_test_world();
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let _pacman = spawn_test_pacman(&mut world);
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let _ghost = spawn_test_ghost(&mut world);
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// Run collision system - should not panic
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world
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.run_system_once(collision_system)
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.expect("System should run successfully");
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}
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#[test]
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fn test_collision_system_no_collision() {
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let mut world = create_test_world();
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let _pacman = spawn_test_pacman(&mut world);
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let _ghost = spawn_test_ghost_at_node(&mut world, 1); // Different node
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// Run collision system - should not panic
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world
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.run_system_once(collision_system)
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.expect("System should run successfully");
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}
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#[test]
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fn test_collision_system_multiple_entities() {
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let mut world = create_test_world();
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let _pacman = spawn_test_pacman(&mut world);
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let _item = spawn_test_item(&mut world);
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let _ghost = spawn_test_ghost(&mut world);
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// Run collision system - should not panic
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world
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.run_system_once(collision_system)
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.expect("System should run successfully");
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}
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