mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 12:07:56 -06:00
refactor: remove dead code, tune lints, remove useless tests
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178
tests/common.rs
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178
tests/common.rs
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#![allow(dead_code)]
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use bevy_ecs::{entity::Entity, event::Events, world::World};
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use glam::{U16Vec2, Vec2};
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use pacman::{
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asset::{get_asset_bytes, Asset},
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constants::RAW_BOARD,
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events::GameEvent,
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game::ATLAS_FRAMES,
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map::{
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builder::Map,
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direction::Direction,
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graph::{Graph, Node},
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},
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systems::{
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AudioEvent, AudioState, BufferedDirection, Collider, DebugState, DeltaTime, EntityType, Ghost, GhostCollider, GhostState,
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GlobalState, ItemCollider, MovementModifiers, PacmanCollider, PelletCount, PlayerControlled, Position, ScoreResource,
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Velocity,
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},
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texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
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};
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use sdl2::{
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image::LoadTexture,
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pixels::Color,
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render::{Canvas, TextureCreator},
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video::{Window, WindowContext},
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Sdl,
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};
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pub fn setup_sdl() -> Result<(Canvas<Window>, TextureCreator<WindowContext>, Sdl), String> {
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let sdl_context = sdl2::init()?;
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let video_subsystem = sdl_context.video()?;
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let window = video_subsystem
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.window("test", 800, 600)
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.position_centered()
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.hidden()
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.build()
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.map_err(|e| e.to_string())?;
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let canvas = window.into_canvas().build().map_err(|e| e.to_string())?;
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let texture_creator = canvas.texture_creator();
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Ok((canvas, texture_creator, sdl_context))
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}
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pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> SpriteAtlas {
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let texture_creator = canvas.texture_creator();
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let atlas_bytes = get_asset_bytes(Asset::AtlasImage).unwrap();
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let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap();
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let atlas_mapper = AtlasMapper {
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frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
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};
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SpriteAtlas::new(texture, atlas_mapper)
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}
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/// Creates a simple test graph with 3 connected nodes for testing
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pub fn create_test_graph() -> Graph {
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let mut graph = Graph::new();
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let node0 = graph.add_node(Node {
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position: Vec2::new(0.0, 0.0),
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});
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let node1 = graph.add_node(Node {
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position: Vec2::new(16.0, 0.0),
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});
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let node2 = graph.add_node(Node {
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position: Vec2::new(0.0, 16.0),
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});
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graph.connect(node0, node1, false, None, Direction::Right).unwrap();
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graph.connect(node0, node2, false, None, Direction::Down).unwrap();
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graph
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}
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/// Creates a basic test world with required resources for ECS systems
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pub 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::<pacman::error::GameError>::default());
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world.insert_resource(Events::<AudioEvent>::default());
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world.insert_resource(ScoreResource(0));
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world.insert_resource(AudioState::default());
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world.insert_resource(GlobalState { exit: false });
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world.insert_resource(DebugState::default());
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world.insert_resource(PelletCount(0));
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world.insert_resource(DeltaTime {
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seconds: 1.0 / 60.0,
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ticks: 1,
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}); // 60 FPS
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world.insert_resource(create_test_map());
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world
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}
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/// Creates a test map using the default RAW_BOARD
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pub fn create_test_map() -> Map {
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Map::new(RAW_BOARD).expect("Failed to create test map")
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}
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/// Spawns a test Pac-Man entity at the specified node
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pub fn spawn_test_pacman(world: &mut World, node: usize) -> Entity {
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world
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.spawn((
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Position::Stopped { node: node as u16 },
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Collider { size: 10.0 },
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PacmanCollider,
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EntityType::Player,
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))
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.id()
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}
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/// Spawns a controllable test player entity
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pub fn spawn_test_player(world: &mut World, node: usize) -> Entity {
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world
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.spawn((
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PlayerControlled,
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Position::Stopped { node: node as u16 },
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Velocity {
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speed: 1.0,
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direction: Direction::Right,
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},
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BufferedDirection::None,
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EntityType::Player,
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MovementModifiers::default(),
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))
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.id()
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}
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/// Spawns a test item entity at the specified node
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pub fn spawn_test_item(world: &mut World, node: usize, item_type: EntityType) -> Entity {
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world
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.spawn((
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Position::Stopped { node: node as u16 },
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Collider { size: 8.0 },
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ItemCollider,
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item_type,
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))
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.id()
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}
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/// Spawns a test ghost entity at the specified node
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pub fn spawn_test_ghost(world: &mut World, node: usize, ghost_state: GhostState) -> Entity {
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world
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.spawn((
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Position::Stopped { node: node as u16 },
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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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ghost_state,
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))
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.id()
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}
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/// Sends a game event to the world
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pub fn send_game_event(world: &mut World, event: GameEvent) {
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let mut events = world.resource_mut::<Events<GameEvent>>();
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events.send(event);
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}
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/// Sends a collision event between two entities
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pub fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
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let mut events = world.resource_mut::<Events<GameEvent>>();
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events.send(GameEvent::Collision(entity1, entity2));
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}
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/// Creates a mock atlas tile for testing
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pub fn mock_atlas_tile(id: u32) -> AtlasTile {
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AtlasTile {
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pos: U16Vec2::new(0, 0),
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size: U16Vec2::new(16, 16),
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color: Some(Color::RGB(id as u8, 0, 0)),
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}
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}
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