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https://github.com/Xevion/Pac-Man.git
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test: add player traversal flag tests, remove old disabled movement_system, public can_traverse
This commit is contained in:
@@ -146,159 +146,3 @@ impl Position {
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}
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}
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}
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}
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}
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}
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// pub fn movement_system(
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// map: Res<Map>,
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// delta_time: Res<DeltaTime>,
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// mut entities: Query<(&mut Position, &mut Movable, &EntityType)>,
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// mut errors: EventWriter<GameError>,
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// ) {
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// for (mut position, mut movable, entity_type) in entities.iter_mut() {
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// let distance = movable.speed * 60.0 * delta_time.0;
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// match *position {
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// Position::Stopped { .. } => {
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// // Check if we have a requested direction to start moving
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// if let Some(requested_direction) = movable.requested_direction {
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// if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), requested_direction) {
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// if can_traverse(*entity_type, edge) {
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// // Start moving in the requested direction
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// let progress = if edge.distance > 0.0 {
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// distance / edge.distance
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// } else {
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// // Zero-distance edge (tunnels) - immediately teleport
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// tracing::debug!(
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// "Entity entering tunnel from node {} to node {}",
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// position.current_node(),
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// edge.target
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// );
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// 1.0
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// };
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// *position = Position::Moving {
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// from: position.current_node(),
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// to: edge.target,
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// remaining_distance: progress,
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// };
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// movable.current_direction = requested_direction;
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// movable.requested_direction = None;
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// }
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// } else {
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// errors.write(
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// EntityError::InvalidMovement(format!(
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// "No edge found in direction {:?} from node {}",
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// requested_direction,
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// position.current_node()
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// ))
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// .into(),
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// );
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// }
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// }
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// }
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// Position::Moving {
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// from,
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// to,
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// remaining_distance,
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// } => {
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// // Continue moving or handle node transitions
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// let current_node = *from;
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// if let Some(edge) = map.graph.find_edge(current_node, *to) {
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// // Extract target node before mutable operations
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// let target_node = *to;
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// // Get the current edge for distance calculation
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// let edge = map.graph.find_edge(current_node, target_node);
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// if let Some(edge) = edge {
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// // Update progress along the edge
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// if edge.distance > 0.0 {
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// *remaining_distance += distance / edge.distance;
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// } else {
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// // Zero-distance edge (tunnels) - immediately complete
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// *remaining_distance = 1.0;
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// }
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// if *remaining_distance >= 1.0 {
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// // Reached the target node
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// let overflow = if edge.distance > 0.0 {
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// (*remaining_distance - 1.0) * edge.distance
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// } else {
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// // Zero-distance edge - use remaining distance for overflow
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// distance
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// };
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// *position = Position::Stopped { node: target_node };
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// let mut continued_moving = false;
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// // Try to use requested direction first
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// if let Some(requested_direction) = movable.requested_direction {
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// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
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// if can_traverse(*entity_type, next_edge) {
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// let next_progress = if next_edge.distance > 0.0 {
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// overflow / next_edge.distance
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// } else {
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// // Zero-distance edge - immediately complete
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// 1.0
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// };
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// *position = Position::Moving {
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// from: position.current_node(),
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// to: next_edge.target,
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// remaining_distance: next_progress,
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// };
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// movable.current_direction = requested_direction;
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// movable.requested_direction = None;
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// continued_moving = true;
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// }
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// }
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// }
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// // If no requested direction or it failed, try to continue in current direction
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// if !continued_moving {
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// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
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// if can_traverse(*entity_type, next_edge) {
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// let next_progress = if next_edge.distance > 0.0 {
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// overflow / next_edge.distance
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// } else {
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// // Zero-distance edge - immediately complete
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// 1.0
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// };
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// *position = Position::Moving {
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// from: position.current_node(),
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// to: next_edge.target,
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// remaining_distance: next_progress,
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// };
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// // Keep current direction and movement state
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// continued_moving = true;
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// }
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// }
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// }
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// // If we couldn't continue moving, stop
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// if !continued_moving {
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// *movement_state = MovementState::Stopped;
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// movable.requested_direction = None;
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// }
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// }
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// } else {
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// // Edge not found - this is an inconsistent state
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// errors.write(
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// EntityError::InvalidMovement(format!(
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// "Inconsistent state: Moving on non-existent edge from {} to {}",
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// current_node, target_node
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// ))
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// .into(),
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// );
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// *movement_state = MovementState::Stopped;
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// position.edge_progress = None;
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// }
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// } else {
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// // Movement state says moving but no edge progress - this shouldn't happen
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// errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
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// *movement_state = MovementState::Stopped;
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// }
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// }
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// }
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// }
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// }
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@@ -69,7 +69,7 @@ pub fn player_control_system(
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}
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}
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}
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}
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fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
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pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
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let entity_flags = entity_type.traversal_flags();
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let entity_flags = entity_type.traversal_flags();
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edge.traversal_flags.contains(entity_flags)
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edge.traversal_flags.contains(entity_flags)
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}
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}
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100
tests/player.rs
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100
tests/player.rs
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@@ -0,0 +1,100 @@
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use pacman::map::direction::Direction;
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use pacman::map::graph::{Edge, TraversalFlags};
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use pacman::systems::components::EntityType;
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use pacman::systems::player::can_traverse;
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#[test]
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fn test_can_traverse_player_on_all_edges() {
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let edge = Edge {
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target: 1,
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distance: 10.0,
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direction: Direction::Up,
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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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}
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#[test]
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fn test_can_traverse_player_on_pacman_only_edges() {
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let edge = Edge {
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target: 1,
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distance: 10.0,
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direction: Direction::Right,
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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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}
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#[test]
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fn test_can_traverse_player_blocked_on_ghost_only_edges() {
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let edge = Edge {
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target: 1,
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distance: 10.0,
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direction: Direction::Left,
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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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}
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#[test]
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fn test_can_traverse_ghost_on_all_edges() {
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let edge = Edge {
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target: 2,
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distance: 15.0,
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direction: Direction::Down,
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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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}
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#[test]
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fn test_can_traverse_ghost_on_ghost_only_edges() {
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let edge = Edge {
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target: 2,
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distance: 15.0,
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direction: Direction::Up,
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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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}
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#[test]
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fn test_can_traverse_ghost_blocked_on_pacman_only_edges() {
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let edge = Edge {
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target: 2,
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distance: 15.0,
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direction: Direction::Right,
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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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}
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#[test]
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fn test_can_traverse_static_entities_flags() {
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let edge = Edge {
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target: 3,
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distance: 8.0,
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direction: Direction::Left,
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traversal_flags: TraversalFlags::ALL,
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};
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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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}
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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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}
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