mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 00:07:52 -06:00
feat: rewrite ghost/item collision eventing into trigger-based observer
This commit is contained in:
@@ -1,5 +1,8 @@
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use bevy_ecs::{entity::Entity, system::RunSystemOnce};
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use pacman::systems::{item_system, EntityType, GhostState, Position, ScoreResource};
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use bevy_ecs::entity::Entity;
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use pacman::{
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events::CollisionTrigger,
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systems::{EntityType, GhostState, Position, ScoreResource},
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};
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use speculoos::prelude::*;
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mod common;
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@@ -26,18 +29,17 @@ fn test_is_collectible_item() {
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#[test]
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fn test_item_system_pellet_collection() {
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let mut world = common::create_test_world();
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let (mut world, mut schedule) = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
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// Send collision event
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common::send_collision_event(&mut world, pacman, pellet);
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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet });
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// Run the item system
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world.run_system_once(item_system).expect("System should run successfully");
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schedule.run(&mut world);
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// Check that score was updated
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let score = world.resource::<ScoreResource>();
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let score = world.resource_mut::<ScoreResource>();
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assert_that(&score.0).is_equal_to(10);
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// Check that the pellet was despawned (query should return empty)
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@@ -51,13 +53,19 @@ fn test_item_system_pellet_collection() {
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#[test]
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fn test_item_system_power_pellet_collection() {
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let mut world = common::create_test_world();
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let (mut world, mut schedule) = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
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common::send_collision_event(&mut world, pacman, power_pellet);
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common::trigger_collision(
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&mut world,
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CollisionTrigger::ItemCollision {
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pacman,
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item: power_pellet,
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},
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);
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world.run_system_once(item_system).expect("System should run successfully");
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schedule.run(&mut world);
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// Check that score was updated with power pellet value
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let score = world.resource::<ScoreResource>();
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@@ -74,23 +82,31 @@ fn test_item_system_power_pellet_collection() {
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#[test]
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fn test_item_system_multiple_collections() {
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let mut world = common::create_test_world();
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let (mut world, mut schedule) = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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let pellet1 = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
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let pellet2 = common::spawn_test_item(&mut world, 2, EntityType::Pellet);
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let power_pellet = common::spawn_test_item(&mut world, 3, EntityType::PowerPellet);
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// Send multiple collision events
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common::send_collision_event(&mut world, pacman, pellet1);
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common::send_collision_event(&mut world, pacman, pellet2);
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common::send_collision_event(&mut world, pacman, power_pellet);
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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet1 });
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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet2 });
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common::trigger_collision(
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&mut world,
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CollisionTrigger::ItemCollision {
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pacman,
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item: power_pellet,
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},
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);
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world.run_system_once(item_system).expect("System should run successfully");
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schedule.run(&mut world);
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// Check final score: 2 pellets (20) + 1 power pellet (50) = 70
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let score = world.resource::<ScoreResource>();
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assert_that(&score.0).is_equal_to(70);
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schedule.run(&mut world);
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// Check that all items were despawned
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let pellet_count = world
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.query::<&EntityType>()
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@@ -108,7 +124,7 @@ fn test_item_system_multiple_collections() {
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#[test]
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fn test_item_system_ignores_non_item_collisions() {
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let mut world = common::create_test_world();
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let (mut world, mut schedule) = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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// Create a ghost entity (not an item)
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@@ -118,9 +134,9 @@ fn test_item_system_ignores_non_item_collisions() {
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let initial_score = world.resource::<ScoreResource>().0;
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// Send collision event between pacman and ghost
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common::send_collision_event(&mut world, pacman, ghost);
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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: ghost });
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world.run_system_once(item_system).expect("System should run successfully");
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schedule.run(&mut world);
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// Score should remain unchanged
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let score = world.resource::<ScoreResource>();
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@@ -137,14 +153,14 @@ fn test_item_system_ignores_non_item_collisions() {
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#[test]
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fn test_item_system_no_collision_events() {
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let mut world = common::create_test_world();
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let (mut world, mut schedule) = common::create_test_world();
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let _pacman = common::spawn_test_pacman(&mut world, 0);
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let _pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
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let initial_score = world.resource::<ScoreResource>().0;
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// Run system without any collision events
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world.run_system_once(item_system).expect("System should run successfully");
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schedule.run(&mut world);
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// Nothing should change
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let score = world.resource::<ScoreResource>();
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@@ -159,19 +175,22 @@ fn test_item_system_no_collision_events() {
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#[test]
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fn test_item_system_collision_with_missing_entity() {
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let mut world = common::create_test_world();
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let (mut world, mut schedule) = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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// Create a fake entity ID that doesn't exist
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let fake_entity = Entity::from_raw(999);
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common::send_collision_event(&mut world, pacman, fake_entity);
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common::trigger_collision(
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&mut world,
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CollisionTrigger::ItemCollision {
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pacman,
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item: fake_entity,
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},
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);
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// System should handle gracefully and not crash
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world
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.run_system_once(item_system)
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.expect("System should handle missing entities gracefully");
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schedule.run(&mut world);
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// Score should remain unchanged
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let score = world.resource::<ScoreResource>();
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assert_that(&score.0).is_equal_to(0);
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@@ -179,7 +198,7 @@ fn test_item_system_collision_with_missing_entity() {
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#[test]
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fn test_item_system_preserves_existing_score() {
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let mut world = common::create_test_world();
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let (mut world, mut schedule) = common::create_test_world();
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// Set initial score
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world.insert_resource(ScoreResource(100));
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@@ -187,9 +206,9 @@ fn test_item_system_preserves_existing_score() {
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let pacman = common::spawn_test_pacman(&mut world, 0);
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let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
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common::send_collision_event(&mut world, pacman, pellet);
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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet });
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world.run_system_once(item_system).expect("System should run successfully");
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schedule.run(&mut world);
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// Score should be initial + pellet value
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let score = world.resource::<ScoreResource>();
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@@ -198,7 +217,7 @@ fn test_item_system_preserves_existing_score() {
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#[test]
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fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
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let mut world = common::create_test_world();
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let (mut world, mut schedule) = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
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@@ -208,9 +227,15 @@ fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
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// Spawn a ghost in Normal state
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let normal_ghost = common::spawn_test_ghost(&mut world, 3, GhostState::Normal);
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common::send_collision_event(&mut world, pacman, power_pellet);
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common::trigger_collision(
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&mut world,
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CollisionTrigger::ItemCollision {
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pacman,
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item: power_pellet,
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},
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);
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world.run_system_once(item_system).expect("System should run successfully");
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schedule.run(&mut world);
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// Check that the power pellet was collected and score updated
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let score = world.resource::<ScoreResource>();
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