mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-15 04:12:34 -06:00
refactor: use speculoos for all test assertions
This commit is contained in:
@@ -10,6 +10,7 @@ use pacman::{
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EntityType, GlobalState, Position, Velocity,
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},
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};
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use speculoos::prelude::*;
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mod common;
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@@ -22,7 +23,7 @@ fn test_can_traverse_player_on_all_edges() {
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traversal_flags: TraversalFlags::ALL,
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};
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assert!(can_traverse(EntityType::Player, edge));
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assert_that(&can_traverse(EntityType::Player, edge)).is_true();
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}
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#[test]
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@@ -34,7 +35,7 @@ fn test_can_traverse_player_on_pacman_only_edges() {
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traversal_flags: TraversalFlags::PACMAN,
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};
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assert!(can_traverse(EntityType::Player, edge));
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assert_that(&can_traverse(EntityType::Player, edge)).is_true();
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}
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#[test]
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@@ -46,7 +47,7 @@ fn test_can_traverse_player_blocked_on_ghost_only_edges() {
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traversal_flags: TraversalFlags::GHOST,
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};
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assert!(!can_traverse(EntityType::Player, edge));
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assert_that(&can_traverse(EntityType::Player, edge)).is_false();
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}
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#[test]
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@@ -58,7 +59,7 @@ fn test_can_traverse_ghost_on_all_edges() {
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traversal_flags: TraversalFlags::ALL,
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};
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assert!(can_traverse(EntityType::Ghost, edge));
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assert_that(&can_traverse(EntityType::Ghost, edge)).is_true();
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}
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#[test]
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@@ -70,7 +71,7 @@ fn test_can_traverse_ghost_on_ghost_only_edges() {
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traversal_flags: TraversalFlags::GHOST,
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};
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assert!(can_traverse(EntityType::Ghost, edge));
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assert_that(&can_traverse(EntityType::Ghost, edge)).is_true();
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}
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#[test]
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@@ -82,7 +83,7 @@ fn test_can_traverse_ghost_blocked_on_pacman_only_edges() {
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traversal_flags: TraversalFlags::PACMAN,
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};
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assert!(!can_traverse(EntityType::Ghost, edge));
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assert_that(&can_traverse(EntityType::Ghost, edge)).is_false();
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}
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#[test]
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@@ -97,16 +98,16 @@ fn test_can_traverse_static_entities_flags() {
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// Static entities have empty traversal flags but can still "traverse"
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// in the sense that empty flags are contained in any flag set
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// This is the expected behavior since empty ⊆ any set
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assert!(can_traverse(EntityType::Pellet, edge));
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assert!(can_traverse(EntityType::PowerPellet, edge));
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assert_that(&can_traverse(EntityType::Pellet, edge)).is_true();
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assert_that(&can_traverse(EntityType::PowerPellet, edge)).is_true();
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}
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#[test]
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fn test_entity_type_traversal_flags() {
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assert_eq!(EntityType::Player.traversal_flags(), TraversalFlags::PACMAN);
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assert_eq!(EntityType::Ghost.traversal_flags(), TraversalFlags::GHOST);
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assert_eq!(EntityType::Pellet.traversal_flags(), TraversalFlags::empty());
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assert_eq!(EntityType::PowerPellet.traversal_flags(), TraversalFlags::empty());
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assert_that(&EntityType::Player.traversal_flags()).is_equal_to(TraversalFlags::PACMAN);
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assert_that(&EntityType::Ghost.traversal_flags()).is_equal_to(TraversalFlags::GHOST);
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assert_that(&EntityType::Pellet.traversal_flags()).is_equal_to(TraversalFlags::empty());
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assert_that(&EntityType::PowerPellet.traversal_flags()).is_equal_to(TraversalFlags::empty());
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}
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#[test]
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@@ -131,8 +132,8 @@ fn test_player_control_system_move_command() {
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direction,
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remaining_time,
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} => {
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assert_eq!(direction, Direction::Up);
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assert_eq!(remaining_time, 0.25);
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assert_that(&direction).is_equal_to(Direction::Up);
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assert_that(&remaining_time).is_equal_to(0.25);
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}
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BufferedDirection::None => panic!("Expected buffered direction to be set"),
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}
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@@ -153,7 +154,7 @@ fn test_player_control_system_exit_command() {
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// Check that exit flag was set
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let state = world.resource::<GlobalState>();
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assert!(state.exit);
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assert_that(&state.exit).is_true();
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}
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#[test]
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@@ -171,7 +172,7 @@ fn test_player_control_system_toggle_debug() {
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// Check that debug state changed
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let debug_state = world.resource::<DebugState>();
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assert!(debug_state.enabled);
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assert_that(&debug_state.enabled).is_true();
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}
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#[test]
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@@ -189,7 +190,7 @@ fn test_player_control_system_mute_audio() {
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// Check that audio was muted
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let audio_state = world.resource::<AudioState>();
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assert!(audio_state.muted);
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assert_that(&audio_state.muted).is_true();
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// Send mute audio command again to unmute - need fresh events
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world.resource_mut::<Events<GameEvent>>().clear(); // Clear previous events
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@@ -200,7 +201,7 @@ fn test_player_control_system_mute_audio() {
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// Check that audio was unmuted
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let audio_state = world.resource::<AudioState>();
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assert!(!audio_state.muted, "Audio should be unmuted after second toggle");
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assert_that(&audio_state.muted).is_false();
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}
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#[test]
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@@ -245,10 +246,7 @@ fn test_player_movement_system_buffered_direction_expires() {
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match *buffered_direction {
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BufferedDirection::None => {} // Expected - fully expired
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BufferedDirection::Some { remaining_time, .. } => {
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assert!(
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remaining_time <= 0.0,
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"Buffered direction should be expired or have non-positive time"
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);
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assert_that(&(remaining_time <= 0.0)).is_true();
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}
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}
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}
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@@ -271,7 +269,7 @@ fn test_player_movement_system_start_moving_from_stopped() {
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match *position {
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Position::Moving { from, .. } => {
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assert_eq!(from, 0, "Player should start from node 0");
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assert_that(&from).is_equal_to(0);
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// Don't assert exact target node since the real map has different connectivity
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}
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Position::Stopped { .. } => {} // May stay stopped if no valid edge in current direction
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@@ -299,8 +297,8 @@ fn test_player_movement_system_buffered_direction_change() {
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match *position {
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Position::Moving { from, to, .. } => {
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assert_eq!(from, 0);
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assert_eq!(to, 2); // Should be moving to node 2 (down)
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assert_that(&from).is_equal_to(0);
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assert_that(&to).is_equal_to(2); // Should be moving to node 2 (down)
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}
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Position::Stopped { .. } => panic!("Player should have started moving"),
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}
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@@ -329,7 +327,7 @@ fn test_player_movement_system_no_valid_edge() {
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let position = query.single(&world).expect("Player should exist");
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match *position {
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Position::Stopped { node } => assert_eq!(node, 0),
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Position::Stopped { node } => assert_that(&node).is_equal_to(0),
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Position::Moving { .. } => panic!("Player shouldn't be able to move without valid edge"),
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}
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}
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@@ -356,7 +354,7 @@ fn test_player_movement_system_continue_moving() {
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match *position {
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Position::Moving { remaining_distance, .. } => {
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assert!(remaining_distance < 50.0); // Should have moved
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assert_that(&(remaining_distance < 50.0)).is_true(); // Should have moved
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}
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Position::Stopped { .. } => {
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// If player reached destination, that's also valid
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@@ -388,8 +386,8 @@ fn test_full_player_input_to_movement_flow() {
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match *position {
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Position::Moving { from, to, .. } => {
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assert_eq!(from, 0);
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assert_eq!(to, 2); // Moving to node 2 (down)
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assert_that(&from).is_equal_to(0);
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assert_that(&to).is_equal_to(2); // Moving to node 2 (down)
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}
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Position::Stopped { .. } => panic!("Player should be moving"),
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}
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@@ -421,8 +419,8 @@ fn test_buffered_direction_timing() {
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match *buffered_direction {
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BufferedDirection::Some { remaining_time, .. } => {
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assert!(remaining_time > 0.0);
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assert!(remaining_time < 0.25);
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assert_that(&(remaining_time > 0.0)).is_true();
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assert_that(&(remaining_time < 0.25)).is_true();
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}
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BufferedDirection::None => panic!("Buffered direction should still be active"),
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}
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@@ -434,7 +432,7 @@ fn test_buffered_direction_timing() {
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.expect("System should run successfully");
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let buffered_direction = query.single(&world).expect("Player should exist");
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assert_eq!(*buffered_direction, BufferedDirection::None);
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assert_that(buffered_direction).is_equal_to(BufferedDirection::None);
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}
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#[test]
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@@ -464,7 +462,7 @@ fn test_multiple_rapid_direction_changes() {
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match *buffered_direction {
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BufferedDirection::Some { direction, .. } => {
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assert_eq!(direction, Direction::Left);
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assert_that(&direction).is_equal_to(Direction::Left);
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}
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BufferedDirection::None => panic!("Expected buffered direction"),
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}
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@@ -510,8 +508,8 @@ fn test_player_state_persistence_across_systems() {
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let position = *query.single(&world).expect("Player should exist");
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// Check that the state changes persisted individually
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assert!(debug_state_after_toggle.enabled, "Debug state should have toggled");
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assert!(audio_muted_after_toggle, "Audio should be muted");
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assert_that(&debug_state_after_toggle.enabled).is_true();
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assert_that(&audio_muted_after_toggle).is_true();
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// Player position depends on actual map connectivity
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match position {
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