mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-09 14:07:57 -06:00
feat: proper scheduling via SystemSet, non-conditional game systems, better collision handling
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@@ -30,11 +30,10 @@ 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, 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::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet });
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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet });
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schedule.run(&mut world);
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@@ -54,16 +53,9 @@ 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, 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::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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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
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schedule.run(&mut world);
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@@ -83,21 +75,14 @@ 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, 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::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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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet1 });
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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet2 });
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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
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schedule.run(&mut world);
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@@ -125,7 +110,6 @@ 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, 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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let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
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@@ -134,7 +118,7 @@ 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::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: ghost });
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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: ghost });
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schedule.run(&mut world);
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@@ -176,18 +160,11 @@ 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, 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::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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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: fake_entity });
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// System should handle gracefully and not crash
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schedule.run(&mut world);
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@@ -203,10 +180,9 @@ fn test_item_system_preserves_existing_score() {
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// Set initial score
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world.insert_resource(ScoreResource(100));
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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::trigger_collision(&mut world, CollisionTrigger::ItemCollision { pacman, item: pellet });
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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet });
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schedule.run(&mut world);
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@@ -218,7 +194,6 @@ 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, 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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// Spawn a ghost in Eyes state (returning to ghost house)
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@@ -227,13 +202,7 @@ 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::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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common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
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schedule.run(&mut world);
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