mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-10 00:07:52 -06:00
test: add item testing
This commit is contained in:
@@ -70,6 +70,17 @@ impl EntityType {
|
||||
_ => TraversalFlags::empty(), // Static entities don't traverse
|
||||
}
|
||||
}
|
||||
pub fn score_value(&self) -> Option<u32> {
|
||||
match self {
|
||||
EntityType::Pellet => Some(10),
|
||||
EntityType::PowerPellet => Some(50),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_collectible(&self) -> bool {
|
||||
matches!(self, EntityType::Pellet | EntityType::PowerPellet)
|
||||
}
|
||||
}
|
||||
|
||||
/// A component for entities that have a sprite, with a layer for ordering.
|
||||
|
||||
@@ -8,6 +8,17 @@ use crate::{
|
||||
},
|
||||
};
|
||||
|
||||
/// Determines if a collision between two entity types should be handled by the item system.
|
||||
///
|
||||
/// Returns `true` if one entity is a player and the other is a collectible item.
|
||||
#[allow(dead_code)]
|
||||
pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool {
|
||||
match (entity1, entity2) {
|
||||
(EntityType::Player, entity) | (entity, EntityType::Player) => entity.is_collectible(),
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn item_system(
|
||||
mut commands: Commands,
|
||||
mut collision_events: EventReader<GameEvent>,
|
||||
@@ -29,20 +40,17 @@ pub fn item_system(
|
||||
|
||||
// Get the item type and update score
|
||||
if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
|
||||
match entity_type {
|
||||
EntityType::Pellet => {
|
||||
score.0 += 10;
|
||||
if let Some(score_value) = entity_type.score_value() {
|
||||
score.0 += score_value;
|
||||
|
||||
// Remove the collected item
|
||||
commands.entity(item_ent).despawn();
|
||||
|
||||
// Trigger audio if appropriate
|
||||
if entity_type.is_collectible() {
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
EntityType::PowerPellet => {
|
||||
score.0 += 50;
|
||||
}
|
||||
_ => continue,
|
||||
}
|
||||
|
||||
// Remove the collected item
|
||||
commands.entity(item_ent).despawn();
|
||||
|
||||
events.write(AudioEvent::PlayEat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
345
tests/item.rs
345
tests/item.rs
@@ -1,159 +1,278 @@
|
||||
use pacman::systems::components::EntityType;
|
||||
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
||||
|
||||
// Helper functions that extract the core scoring logic from item_system
|
||||
// This allows us to test the business rules without ECS complexity
|
||||
use pacman::{
|
||||
events::GameEvent,
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
audio::AudioEvent,
|
||||
components::{AudioState, EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
item::{is_valid_item_collision, item_system},
|
||||
movement::Position,
|
||||
},
|
||||
};
|
||||
|
||||
fn calculate_score_for_item(entity_type: EntityType) -> Option<u32> {
|
||||
match entity_type {
|
||||
EntityType::Pellet => Some(10),
|
||||
EntityType::PowerPellet => Some(50),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
fn is_collectible_item(entity_type: EntityType) -> bool {
|
||||
matches!(entity_type, EntityType::Pellet | EntityType::PowerPellet)
|
||||
}
|
||||
|
||||
fn should_trigger_audio_on_collection(entity_type: EntityType) -> bool {
|
||||
is_collectible_item(entity_type)
|
||||
#[test]
|
||||
fn test_calculate_score_for_item() {
|
||||
assert!(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value());
|
||||
assert!(EntityType::Pellet.score_value().is_some());
|
||||
assert!(EntityType::PowerPellet.score_value().is_some());
|
||||
assert!(EntityType::Pellet.score_value().unwrap() < EntityType::PowerPellet.score_value().unwrap());
|
||||
assert!(EntityType::Player.score_value().is_none());
|
||||
assert!(EntityType::Ghost.score_value().is_none());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_pellet_scoring() {
|
||||
assert_eq!(calculate_score_for_item(EntityType::Pellet), Some(10));
|
||||
fn test_is_collectible_item() {
|
||||
// Collectible
|
||||
assert!(EntityType::Pellet.is_collectible());
|
||||
assert!(EntityType::PowerPellet.is_collectible());
|
||||
|
||||
// Non-collectible
|
||||
assert!(!EntityType::Player.is_collectible());
|
||||
assert!(!EntityType::Ghost.is_collectible());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_power_pellet_scoring() {
|
||||
assert_eq!(calculate_score_for_item(EntityType::PowerPellet), Some(50));
|
||||
fn test_is_valid_item_collision() {
|
||||
// Player-item collisions should be valid
|
||||
assert!(is_valid_item_collision(EntityType::Player, EntityType::Pellet));
|
||||
assert!(is_valid_item_collision(EntityType::Player, EntityType::PowerPellet));
|
||||
assert!(is_valid_item_collision(EntityType::Pellet, EntityType::Player));
|
||||
assert!(is_valid_item_collision(EntityType::PowerPellet, EntityType::Player));
|
||||
|
||||
// Non-player-item collisions should be invalid
|
||||
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Ghost));
|
||||
assert!(!is_valid_item_collision(EntityType::Ghost, EntityType::Pellet));
|
||||
assert!(!is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet));
|
||||
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Player));
|
||||
}
|
||||
|
||||
fn create_test_world() -> World {
|
||||
let mut world = World::new();
|
||||
|
||||
// Add required resources
|
||||
world.insert_resource(ScoreResource(0));
|
||||
world.insert_resource(AudioState::default());
|
||||
world.insert_resource(Events::<GameEvent>::default());
|
||||
world.insert_resource(Events::<AudioEvent>::default());
|
||||
world.insert_resource(Events::<pacman::error::GameError>::default());
|
||||
|
||||
// Add a minimal test map
|
||||
world.insert_resource(create_test_map());
|
||||
|
||||
world
|
||||
}
|
||||
|
||||
fn create_test_map() -> Map {
|
||||
use pacman::constants::RAW_BOARD;
|
||||
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||
}
|
||||
|
||||
fn spawn_test_pacman(world: &mut World) -> Entity {
|
||||
world
|
||||
.spawn((Position::Stopped { node: 0 }, EntityType::Player, PacmanCollider))
|
||||
.id()
|
||||
}
|
||||
|
||||
fn spawn_test_item(world: &mut World, item_type: EntityType) -> Entity {
|
||||
world.spawn((Position::Stopped { node: 1 }, item_type, ItemCollider)).id()
|
||||
}
|
||||
|
||||
fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
|
||||
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||
events.send(GameEvent::Collision(entity1, entity2));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_non_collectible_items_no_score() {
|
||||
assert_eq!(calculate_score_for_item(EntityType::Player), None);
|
||||
assert_eq!(calculate_score_for_item(EntityType::Ghost), None);
|
||||
fn test_item_system_pellet_collection() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
|
||||
// Send collision event
|
||||
send_collision_event(&mut world, pacman, pellet);
|
||||
|
||||
// Run the item system
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Check that score was updated
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 10);
|
||||
|
||||
// Check that the pellet was despawned (query should return empty)
|
||||
let item_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
assert_eq!(item_count, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collectible_item_detection() {
|
||||
assert!(is_collectible_item(EntityType::Pellet));
|
||||
assert!(is_collectible_item(EntityType::PowerPellet));
|
||||
assert!(!is_collectible_item(EntityType::Player));
|
||||
assert!(!is_collectible_item(EntityType::Ghost));
|
||||
fn test_item_system_power_pellet_collection() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
|
||||
|
||||
send_collision_event(&mut world, pacman, power_pellet);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Check that score was updated with power pellet value
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 50);
|
||||
|
||||
// Check that the power pellet was despawned (query should return empty)
|
||||
let item_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||
.count();
|
||||
assert_eq!(item_count, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_audio_trigger_for_collectibles() {
|
||||
assert!(should_trigger_audio_on_collection(EntityType::Pellet));
|
||||
assert!(should_trigger_audio_on_collection(EntityType::PowerPellet));
|
||||
assert!(!should_trigger_audio_on_collection(EntityType::Player));
|
||||
assert!(!should_trigger_audio_on_collection(EntityType::Ghost));
|
||||
fn test_item_system_multiple_collections() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet1 = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
let pellet2 = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
|
||||
|
||||
// Send multiple collision events
|
||||
send_collision_event(&mut world, pacman, pellet1);
|
||||
send_collision_event(&mut world, pacman, pellet2);
|
||||
send_collision_event(&mut world, pacman, power_pellet);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Check final score: 2 pellets (20) + 1 power pellet (50) = 70
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 70);
|
||||
|
||||
// Check that all items were despawned
|
||||
let pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
let power_pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||
.count();
|
||||
assert_eq!(pellet_count, 0);
|
||||
assert_eq!(power_pellet_count, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_score_progression() {
|
||||
// Test that power pellets are worth more than regular pellets
|
||||
let pellet_score = calculate_score_for_item(EntityType::Pellet).unwrap();
|
||||
let power_pellet_score = calculate_score_for_item(EntityType::PowerPellet).unwrap();
|
||||
fn test_item_system_ignores_non_item_collisions() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
|
||||
assert!(power_pellet_score > pellet_score);
|
||||
assert_eq!(power_pellet_score / pellet_score, 5); // Power pellets are worth 5x regular pellets
|
||||
// Create a ghost entity (not an item)
|
||||
let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
|
||||
|
||||
// Initial score
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
// Send collision event between pacman and ghost
|
||||
send_collision_event(&mut world, pacman, ghost);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Score should remain unchanged
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, initial_score);
|
||||
|
||||
// Ghost should still exist (not despawned)
|
||||
let ghost_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Ghost))
|
||||
.count();
|
||||
assert_eq!(ghost_count, 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_entity_type_variants() {
|
||||
// Test all EntityType variants to ensure they're handled appropriately
|
||||
let all_types = vec![
|
||||
EntityType::Player,
|
||||
EntityType::Ghost,
|
||||
EntityType::Pellet,
|
||||
EntityType::PowerPellet,
|
||||
];
|
||||
fn test_item_system_wrong_collision_order() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
|
||||
let mut collectible_count = 0;
|
||||
let mut non_collectible_count = 0;
|
||||
// Send collision event with entities in reverse order
|
||||
send_collision_event(&mut world, pellet, pacman);
|
||||
|
||||
for entity_type in all_types {
|
||||
if is_collectible_item(entity_type) {
|
||||
collectible_count += 1;
|
||||
// All collectible items should have a score
|
||||
assert!(calculate_score_for_item(entity_type).is_some());
|
||||
} else {
|
||||
non_collectible_count += 1;
|
||||
// Non-collectible items should not have a score
|
||||
assert!(calculate_score_for_item(entity_type).is_none());
|
||||
}
|
||||
}
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Verify we have the expected number of each type
|
||||
assert_eq!(collectible_count, 2); // Pellet and PowerPellet
|
||||
assert_eq!(non_collectible_count, 2); // Player and Ghost
|
||||
// Should still work correctly
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 10);
|
||||
let pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
assert_eq!(pellet_count, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_score_accumulation() {
|
||||
// Test score accumulation logic (simulating multiple collections)
|
||||
let mut total_score = 0u32;
|
||||
fn test_item_system_no_collision_events() {
|
||||
let mut world = create_test_world();
|
||||
let _pacman = spawn_test_pacman(&mut world);
|
||||
let _pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
|
||||
// Collect some items
|
||||
let collected_items = vec![
|
||||
EntityType::Pellet,
|
||||
EntityType::Pellet,
|
||||
EntityType::PowerPellet,
|
||||
EntityType::Pellet,
|
||||
EntityType::PowerPellet,
|
||||
];
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
for item in collected_items {
|
||||
if let Some(score) = calculate_score_for_item(item) {
|
||||
total_score += score;
|
||||
}
|
||||
}
|
||||
// Run system without any collision events
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Expected: 3 pellets (30) + 2 power pellets (100) = 130
|
||||
assert_eq!(total_score, 130);
|
||||
// Nothing should change
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, initial_score);
|
||||
let pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
assert_eq!(pellet_count, 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collision_filtering_logic() {
|
||||
// Test the logic for determining valid collision pairs
|
||||
// This mirrors the logic in item_system that checks entity types
|
||||
fn test_item_system_collision_with_missing_entity() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
|
||||
let test_cases = vec![
|
||||
(EntityType::Player, EntityType::Pellet, true),
|
||||
(EntityType::Player, EntityType::PowerPellet, true),
|
||||
(EntityType::Player, EntityType::Ghost, false), // Not handled by item system
|
||||
(EntityType::Player, EntityType::Player, false), // Not a valid collision
|
||||
(EntityType::Ghost, EntityType::Pellet, false), // Ghosts don't collect items
|
||||
(EntityType::Pellet, EntityType::PowerPellet, false), // Items don't interact
|
||||
];
|
||||
// Create a fake entity ID that doesn't exist
|
||||
let fake_entity = Entity::from_raw(999);
|
||||
|
||||
for (entity1, entity2, should_be_valid) in test_cases {
|
||||
let is_valid_item_collision = (entity1 == EntityType::Player && is_collectible_item(entity2))
|
||||
|| (entity2 == EntityType::Player && is_collectible_item(entity1));
|
||||
send_collision_event(&mut world, pacman, fake_entity);
|
||||
|
||||
assert_eq!(
|
||||
is_valid_item_collision, should_be_valid,
|
||||
"Failed for collision between {:?} and {:?}",
|
||||
entity1, entity2
|
||||
);
|
||||
}
|
||||
// System should handle gracefully and not crash
|
||||
world
|
||||
.run_system_once(item_system)
|
||||
.expect("System should handle missing entities gracefully");
|
||||
|
||||
// Score should remain unchanged
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_collection_side_effects() {
|
||||
// Test that collecting items should trigger the expected side effects
|
||||
let collectible_items = vec![EntityType::Pellet, EntityType::PowerPellet];
|
||||
fn test_item_system_preserves_existing_score() {
|
||||
let mut world = create_test_world();
|
||||
|
||||
for item in collectible_items {
|
||||
// Should provide score
|
||||
assert!(calculate_score_for_item(item).is_some());
|
||||
// Set initial score
|
||||
world.insert_resource(ScoreResource(100));
|
||||
|
||||
// Should trigger audio
|
||||
assert!(should_trigger_audio_on_collection(item));
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
|
||||
// Should be marked as collectible
|
||||
assert!(is_collectible_item(item));
|
||||
}
|
||||
send_collision_event(&mut world, pacman, pellet);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Score should be initial + pellet value
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 110);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user