test: add player traversal flag tests, remove old disabled movement_system, public can_traverse

This commit is contained in:
2025-08-17 23:52:03 -05:00
parent 9c0711a54c
commit da3c8e8284
3 changed files with 101 additions and 157 deletions

View File

@@ -146,159 +146,3 @@ impl Position {
}
}
}
// pub fn movement_system(
// map: Res<Map>,
// delta_time: Res<DeltaTime>,
// mut entities: Query<(&mut Position, &mut Movable, &EntityType)>,
// mut errors: EventWriter<GameError>,
// ) {
// for (mut position, mut movable, entity_type) in entities.iter_mut() {
// let distance = movable.speed * 60.0 * delta_time.0;
// match *position {
// Position::Stopped { .. } => {
// // Check if we have a requested direction to start moving
// if let Some(requested_direction) = movable.requested_direction {
// if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), requested_direction) {
// if can_traverse(*entity_type, edge) {
// // Start moving in the requested direction
// let progress = if edge.distance > 0.0 {
// distance / edge.distance
// } else {
// // Zero-distance edge (tunnels) - immediately teleport
// tracing::debug!(
// "Entity entering tunnel from node {} to node {}",
// position.current_node(),
// edge.target
// );
// 1.0
// };
// *position = Position::Moving {
// from: position.current_node(),
// to: edge.target,
// remaining_distance: progress,
// };
// movable.current_direction = requested_direction;
// movable.requested_direction = None;
// }
// } else {
// errors.write(
// EntityError::InvalidMovement(format!(
// "No edge found in direction {:?} from node {}",
// requested_direction,
// position.current_node()
// ))
// .into(),
// );
// }
// }
// }
// Position::Moving {
// from,
// to,
// remaining_distance,
// } => {
// // Continue moving or handle node transitions
// let current_node = *from;
// if let Some(edge) = map.graph.find_edge(current_node, *to) {
// // Extract target node before mutable operations
// let target_node = *to;
// // Get the current edge for distance calculation
// let edge = map.graph.find_edge(current_node, target_node);
// if let Some(edge) = edge {
// // Update progress along the edge
// if edge.distance > 0.0 {
// *remaining_distance += distance / edge.distance;
// } else {
// // Zero-distance edge (tunnels) - immediately complete
// *remaining_distance = 1.0;
// }
// if *remaining_distance >= 1.0 {
// // Reached the target node
// let overflow = if edge.distance > 0.0 {
// (*remaining_distance - 1.0) * edge.distance
// } else {
// // Zero-distance edge - use remaining distance for overflow
// distance
// };
// *position = Position::Stopped { node: target_node };
// let mut continued_moving = false;
// // Try to use requested direction first
// if let Some(requested_direction) = movable.requested_direction {
// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
// if can_traverse(*entity_type, next_edge) {
// let next_progress = if next_edge.distance > 0.0 {
// overflow / next_edge.distance
// } else {
// // Zero-distance edge - immediately complete
// 1.0
// };
// *position = Position::Moving {
// from: position.current_node(),
// to: next_edge.target,
// remaining_distance: next_progress,
// };
// movable.current_direction = requested_direction;
// movable.requested_direction = None;
// continued_moving = true;
// }
// }
// }
// // If no requested direction or it failed, try to continue in current direction
// if !continued_moving {
// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
// if can_traverse(*entity_type, next_edge) {
// let next_progress = if next_edge.distance > 0.0 {
// overflow / next_edge.distance
// } else {
// // Zero-distance edge - immediately complete
// 1.0
// };
// *position = Position::Moving {
// from: position.current_node(),
// to: next_edge.target,
// remaining_distance: next_progress,
// };
// // Keep current direction and movement state
// continued_moving = true;
// }
// }
// }
// // If we couldn't continue moving, stop
// if !continued_moving {
// *movement_state = MovementState::Stopped;
// movable.requested_direction = None;
// }
// }
// } else {
// // Edge not found - this is an inconsistent state
// errors.write(
// EntityError::InvalidMovement(format!(
// "Inconsistent state: Moving on non-existent edge from {} to {}",
// current_node, target_node
// ))
// .into(),
// );
// *movement_state = MovementState::Stopped;
// position.edge_progress = None;
// }
// } else {
// // Movement state says moving but no edge progress - this shouldn't happen
// errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
// *movement_state = MovementState::Stopped;
// }
// }
// }
// }
// }

View File

@@ -69,7 +69,7 @@ pub fn player_control_system(
}
}
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
pub fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
let entity_flags = entity_type.traversal_flags();
edge.traversal_flags.contains(entity_flags)
}

100
tests/player.rs Normal file
View File

@@ -0,0 +1,100 @@
use pacman::map::direction::Direction;
use pacman::map::graph::{Edge, TraversalFlags};
use pacman::systems::components::EntityType;
use pacman::systems::player::can_traverse;
#[test]
fn test_can_traverse_player_on_all_edges() {
let edge = Edge {
target: 1,
distance: 10.0,
direction: Direction::Up,
traversal_flags: TraversalFlags::ALL,
};
assert!(can_traverse(EntityType::Player, edge));
}
#[test]
fn test_can_traverse_player_on_pacman_only_edges() {
let edge = Edge {
target: 1,
distance: 10.0,
direction: Direction::Right,
traversal_flags: TraversalFlags::PACMAN,
};
assert!(can_traverse(EntityType::Player, edge));
}
#[test]
fn test_can_traverse_player_blocked_on_ghost_only_edges() {
let edge = Edge {
target: 1,
distance: 10.0,
direction: Direction::Left,
traversal_flags: TraversalFlags::GHOST,
};
assert!(!can_traverse(EntityType::Player, edge));
}
#[test]
fn test_can_traverse_ghost_on_all_edges() {
let edge = Edge {
target: 2,
distance: 15.0,
direction: Direction::Down,
traversal_flags: TraversalFlags::ALL,
};
assert!(can_traverse(EntityType::Ghost, edge));
}
#[test]
fn test_can_traverse_ghost_on_ghost_only_edges() {
let edge = Edge {
target: 2,
distance: 15.0,
direction: Direction::Up,
traversal_flags: TraversalFlags::GHOST,
};
assert!(can_traverse(EntityType::Ghost, edge));
}
#[test]
fn test_can_traverse_ghost_blocked_on_pacman_only_edges() {
let edge = Edge {
target: 2,
distance: 15.0,
direction: Direction::Right,
traversal_flags: TraversalFlags::PACMAN,
};
assert!(!can_traverse(EntityType::Ghost, edge));
}
#[test]
fn test_can_traverse_static_entities_flags() {
let edge = Edge {
target: 3,
distance: 8.0,
direction: Direction::Left,
traversal_flags: TraversalFlags::ALL,
};
// Static entities have empty traversal flags but can still "traverse"
// in the sense that empty flags are contained in any flag set
// This is the expected behavior since empty ⊆ any set
assert!(can_traverse(EntityType::Pellet, edge));
assert!(can_traverse(EntityType::PowerPellet, edge));
}
#[test]
fn test_entity_type_traversal_flags() {
assert_eq!(EntityType::Player.traversal_flags(), TraversalFlags::PACMAN);
assert_eq!(EntityType::Ghost.traversal_flags(), TraversalFlags::GHOST);
assert_eq!(EntityType::Pellet.traversal_flags(), TraversalFlags::empty());
assert_eq!(EntityType::PowerPellet.traversal_flags(), TraversalFlags::empty());
}