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https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 07:15:41 -06:00
Compare commits
8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
5497e4b0b9 | ||
| d72b6eec06 | |||
| ae42f6ead0 | |||
| 471b118efd | |||
| 13a9c165f7 | |||
| da3c8e8284 | |||
| 9c0711a54c | |||
| 4598dc07e2 |
@@ -28,7 +28,6 @@ pub trait CommonPlatform {
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fn get_canvas_size(&self) -> Option<(u32, u32)>;
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/// Loads raw asset data using the appropriate platform-specific method.
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fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
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}
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@@ -70,6 +70,17 @@ impl EntityType {
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_ => TraversalFlags::empty(), // Static entities don't traverse
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}
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}
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pub fn score_value(&self) -> Option<u32> {
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match self {
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EntityType::Pellet => Some(10),
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EntityType::PowerPellet => Some(50),
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_ => None,
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}
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}
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pub fn is_collectible(&self) -> bool {
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matches!(self, EntityType::Pellet | EntityType::PowerPellet)
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}
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}
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/// A component for entities that have a sprite, with a layer for ordering.
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@@ -28,7 +28,7 @@ pub enum CursorPosition {
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pub struct Bindings {
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key_bindings: HashMap<Keycode, GameCommand>,
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movement_keys: HashSet<Keycode>,
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last_movement_key: Option<Keycode>,
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pressed_movement_keys: Vec<Keycode>,
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}
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impl Default for Bindings {
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@@ -67,11 +67,63 @@ impl Default for Bindings {
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Self {
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key_bindings,
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movement_keys,
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last_movement_key: None,
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pressed_movement_keys: Vec::new(),
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}
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}
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}
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/// A simplified input event used for deterministic testing and logic reuse
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/// without depending on SDL's event pump.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum SimpleKeyEvent {
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KeyDown(Keycode),
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KeyUp(Keycode),
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}
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/// Processes a frame's worth of simplified key events and returns the resulting
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/// `GameEvent`s that would be emitted by the input system for that frame.
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///
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/// This mirrors the behavior of `input_system` for keyboard-related logic:
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/// - KeyDown emits the bound command immediately (movement or otherwise)
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/// - Tracks pressed movement keys in order to continue movement on subsequent frames
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/// - KeyUp removes movement keys; if another movement key remains, it resumes
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pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[SimpleKeyEvent]) -> Vec<GameEvent> {
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let mut emitted_events = Vec::new();
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let mut movement_key_pressed = false;
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for event in frame_events {
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match *event {
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SimpleKeyEvent::KeyDown(key) => {
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if let Some(command) = bindings.key_bindings.get(&key).copied() {
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emitted_events.push(GameEvent::Command(command));
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}
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if bindings.movement_keys.contains(&key) {
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movement_key_pressed = true;
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if !bindings.pressed_movement_keys.contains(&key) {
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bindings.pressed_movement_keys.push(key);
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}
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}
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}
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SimpleKeyEvent::KeyUp(key) => {
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if bindings.movement_keys.contains(&key) {
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bindings.pressed_movement_keys.retain(|&k| k != key);
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}
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}
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}
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}
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if !movement_key_pressed {
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if let Some(&last_movement_key) = bindings.pressed_movement_keys.last() {
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if let Some(command) = bindings.key_bindings.get(&last_movement_key).copied() {
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emitted_events.push(GameEvent::Command(command));
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}
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}
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}
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emitted_events
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}
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pub fn input_system(
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delta_time: Res<DeltaTime>,
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mut bindings: ResMut<Bindings>,
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@@ -79,11 +131,14 @@ pub fn input_system(
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mut pump: NonSendMut<&'static mut EventPump>,
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mut cursor: ResMut<CursorPosition>,
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) {
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let mut movement_key_pressed = false;
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let mut cursor_seen = false;
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// Collect all events for this frame.
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let frame_events: Vec<Event> = pump.poll_iter().collect();
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for event in pump.poll_iter() {
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match event {
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// Handle non-keyboard events inline and build a simplified keyboard event stream.
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let mut simple_key_events = Vec::new();
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for event in &frame_events {
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match *event {
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Event::Quit { .. } => {
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writer.write(GameEvent::Command(GameCommand::Exit));
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}
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@@ -94,44 +149,28 @@ pub fn input_system(
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};
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cursor_seen = true;
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}
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Event::KeyUp {
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repeat: false,
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keycode: Some(key),
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..
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} => {
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// If the last movement key was released, then forget it.
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if let Some(last_movement_key) = bindings.last_movement_key {
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if last_movement_key == key {
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bindings.last_movement_key = None;
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}
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}
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}
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Event::KeyDown {
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keycode: Some(key),
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repeat: false,
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..
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} => {
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let command = bindings.key_bindings.get(&key).copied();
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if let Some(command) = command {
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writer.write(GameEvent::Command(command));
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}
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if bindings.movement_keys.contains(&key) {
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movement_key_pressed = true;
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bindings.last_movement_key = Some(key);
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}
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simple_key_events.push(SimpleKeyEvent::KeyDown(key));
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}
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Event::KeyUp {
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keycode: Some(key),
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repeat: false,
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..
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} => {
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simple_key_events.push(SimpleKeyEvent::KeyUp(key));
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}
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_ => {}
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}
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}
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if let Some(last_movement_key) = bindings.last_movement_key {
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if !movement_key_pressed {
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let command = bindings.key_bindings.get(&last_movement_key).copied();
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if let Some(command) = command {
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writer.write(GameEvent::Command(command));
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}
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}
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// Delegate keyboard handling to shared logic used by tests and production.
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let emitted = process_simple_key_events(&mut bindings, &simple_key_events);
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for event in emitted {
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writer.write(event);
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}
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if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
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@@ -8,6 +8,17 @@ use crate::{
|
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},
|
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};
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/// Determines if a collision between two entity types should be handled by the item system.
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///
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/// Returns `true` if one entity is a player and the other is a collectible item.
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#[allow(dead_code)]
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pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool {
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match (entity1, entity2) {
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(EntityType::Player, entity) | (entity, EntityType::Player) => entity.is_collectible(),
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_ => false,
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}
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}
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pub fn item_system(
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mut commands: Commands,
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mut collision_events: EventReader<GameEvent>,
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@@ -29,20 +40,17 @@ pub fn item_system(
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// Get the item type and update score
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if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
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match entity_type {
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EntityType::Pellet => {
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score.0 += 10;
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if let Some(score_value) = entity_type.score_value() {
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score.0 += score_value;
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// Remove the collected item
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commands.entity(item_ent).despawn();
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// Trigger audio if appropriate
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if entity_type.is_collectible() {
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events.write(AudioEvent::PlayEat);
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}
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EntityType::PowerPellet => {
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score.0 += 50;
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}
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_ => continue,
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}
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// Remove the collected item
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commands.entity(item_ent).despawn();
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events.write(AudioEvent::PlayEat);
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}
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}
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}
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@@ -146,159 +146,3 @@ impl Position {
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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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||||
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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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// }
|
||||
// } 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;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
@@ -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)
|
||||
}
|
||||
|
||||
158
tests/error.rs
Normal file
158
tests/error.rs
Normal file
@@ -0,0 +1,158 @@
|
||||
use pacman::error::{
|
||||
AnimatedTextureError, AssetError, EntityError, GameError, GameResult, IntoGameError, MapError, OptionExt, ParseError,
|
||||
ResultExt, TextureError,
|
||||
};
|
||||
use std::io;
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_asset_error() {
|
||||
let asset_error = AssetError::NotFound("test.png".to_string());
|
||||
let game_error: GameError = asset_error.into();
|
||||
assert!(matches!(game_error, GameError::Asset(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_parse_error() {
|
||||
let parse_error = ParseError::UnknownCharacter('Z');
|
||||
let game_error: GameError = parse_error.into();
|
||||
assert!(matches!(game_error, GameError::MapParse(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_map_error() {
|
||||
let map_error = MapError::NodeNotFound(42);
|
||||
let game_error: GameError = map_error.into();
|
||||
assert!(matches!(game_error, GameError::Map(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_texture_error() {
|
||||
let texture_error = TextureError::LoadFailed("Failed to load".to_string());
|
||||
let game_error: GameError = texture_error.into();
|
||||
assert!(matches!(game_error, GameError::Texture(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_entity_error() {
|
||||
let entity_error = EntityError::NodeNotFound(10);
|
||||
let game_error: GameError = entity_error.into();
|
||||
assert!(matches!(game_error, GameError::Entity(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_error_from_io_error() {
|
||||
let io_error = io::Error::new(io::ErrorKind::NotFound, "File not found");
|
||||
let game_error: GameError = io_error.into();
|
||||
assert!(matches!(game_error, GameError::Io(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_texture_error_from_animated_error() {
|
||||
let animated_error = AnimatedTextureError::InvalidFrameDuration(-1.0);
|
||||
let texture_error: TextureError = animated_error.into();
|
||||
assert!(matches!(texture_error, TextureError::Animated(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_asset_error_from_io_error() {
|
||||
let io_error = io::Error::new(io::ErrorKind::PermissionDenied, "Permission denied");
|
||||
let asset_error: AssetError = io_error.into();
|
||||
assert!(matches!(asset_error, AssetError::Io(_)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_parse_error_display() {
|
||||
let error = ParseError::UnknownCharacter('!');
|
||||
assert_eq!(error.to_string(), "Unknown character in board: !");
|
||||
|
||||
let error = ParseError::InvalidHouseDoorCount(3);
|
||||
assert_eq!(error.to_string(), "House door must have exactly 2 positions, found 3");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_entity_error_display() {
|
||||
let error = EntityError::NodeNotFound(42);
|
||||
assert_eq!(error.to_string(), "Node not found in graph: 42");
|
||||
|
||||
let error = EntityError::EdgeNotFound { from: 1, to: 2 };
|
||||
assert_eq!(error.to_string(), "Edge not found: from 1 to 2");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_animated_texture_error_display() {
|
||||
let error = AnimatedTextureError::InvalidFrameDuration(0.0);
|
||||
assert_eq!(error.to_string(), "Frame duration must be positive, got 0");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_into_game_error_trait() {
|
||||
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "test error"));
|
||||
let game_result: GameResult<i32> = result.into_game_error();
|
||||
|
||||
assert!(game_result.is_err());
|
||||
if let Err(GameError::InvalidState(msg)) = game_result {
|
||||
assert!(msg.contains("test error"));
|
||||
} else {
|
||||
panic!("Expected InvalidState error");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_into_game_error_trait_success() {
|
||||
let result: Result<i32, io::Error> = Ok(42);
|
||||
let game_result: GameResult<i32> = result.into_game_error();
|
||||
|
||||
assert_eq!(game_result.unwrap(), 42);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_option_ext_some() {
|
||||
let option: Option<i32> = Some(42);
|
||||
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
|
||||
|
||||
assert_eq!(result.unwrap(), 42);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_option_ext_none() {
|
||||
let option: Option<i32> = None;
|
||||
let result: GameResult<i32> = option.ok_or_game_error(|| GameError::InvalidState("Not found".to_string()));
|
||||
|
||||
assert!(result.is_err());
|
||||
if let Err(GameError::InvalidState(msg)) = result {
|
||||
assert_eq!(msg, "Not found");
|
||||
} else {
|
||||
panic!("Expected InvalidState error");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_result_ext_success() {
|
||||
let result: Result<i32, io::Error> = Ok(42);
|
||||
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context".to_string()));
|
||||
|
||||
assert_eq!(game_result.unwrap(), 42);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_result_ext_error() {
|
||||
let result: Result<i32, io::Error> = Err(io::Error::new(io::ErrorKind::Other, "original error"));
|
||||
let game_result: GameResult<i32> = result.with_context(|_| GameError::InvalidState("Context error".to_string()));
|
||||
|
||||
assert!(game_result.is_err());
|
||||
if let Err(GameError::InvalidState(msg)) = game_result {
|
||||
assert_eq!(msg, "Context error");
|
||||
} else {
|
||||
panic!("Expected InvalidState error");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_error_chain_conversions() {
|
||||
// Test that we can convert through multiple levels
|
||||
let animated_error = AnimatedTextureError::InvalidFrameDuration(-5.0);
|
||||
let texture_error: TextureError = animated_error.into();
|
||||
let game_error: GameError = texture_error.into();
|
||||
|
||||
assert!(matches!(game_error, GameError::Texture(TextureError::Animated(_))));
|
||||
}
|
||||
106
tests/events.rs
Normal file
106
tests/events.rs
Normal file
@@ -0,0 +1,106 @@
|
||||
use pacman::events::{GameCommand, GameEvent};
|
||||
use pacman::map::direction::Direction;
|
||||
|
||||
#[test]
|
||||
fn test_game_command_variants() {
|
||||
// Test that all GameCommand variants can be created
|
||||
let commands = [
|
||||
GameCommand::Exit,
|
||||
GameCommand::MovePlayer(Direction::Up),
|
||||
GameCommand::MovePlayer(Direction::Down),
|
||||
GameCommand::MovePlayer(Direction::Left),
|
||||
GameCommand::MovePlayer(Direction::Right),
|
||||
GameCommand::ToggleDebug,
|
||||
GameCommand::MuteAudio,
|
||||
GameCommand::ResetLevel,
|
||||
GameCommand::TogglePause,
|
||||
];
|
||||
|
||||
// Just verify they can be created and compared
|
||||
assert_eq!(commands.len(), 9);
|
||||
assert_eq!(commands[0], GameCommand::Exit);
|
||||
assert_eq!(commands[1], GameCommand::MovePlayer(Direction::Up));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_command_equality() {
|
||||
assert_eq!(GameCommand::Exit, GameCommand::Exit);
|
||||
assert_eq!(GameCommand::ToggleDebug, GameCommand::ToggleDebug);
|
||||
assert_eq!(
|
||||
GameCommand::MovePlayer(Direction::Left),
|
||||
GameCommand::MovePlayer(Direction::Left)
|
||||
);
|
||||
|
||||
assert_ne!(GameCommand::Exit, GameCommand::ToggleDebug);
|
||||
assert_ne!(
|
||||
GameCommand::MovePlayer(Direction::Left),
|
||||
GameCommand::MovePlayer(Direction::Right)
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_event_variants() {
|
||||
let command_event = GameEvent::Command(GameCommand::Exit);
|
||||
let collision_event = GameEvent::Collision(bevy_ecs::entity::Entity::from_raw(1), bevy_ecs::entity::Entity::from_raw(2));
|
||||
|
||||
// Test that events can be created and compared
|
||||
assert_eq!(command_event, GameEvent::Command(GameCommand::Exit));
|
||||
assert_ne!(command_event, collision_event);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_command_to_game_event_conversion() {
|
||||
let command = GameCommand::ToggleDebug;
|
||||
let event: GameEvent = command.into();
|
||||
|
||||
assert_eq!(event, GameEvent::Command(GameCommand::ToggleDebug));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_command_to_game_event_conversion_all_variants() {
|
||||
let commands = vec![
|
||||
GameCommand::Exit,
|
||||
GameCommand::MovePlayer(Direction::Up),
|
||||
GameCommand::ToggleDebug,
|
||||
GameCommand::MuteAudio,
|
||||
GameCommand::ResetLevel,
|
||||
GameCommand::TogglePause,
|
||||
];
|
||||
|
||||
for command in commands {
|
||||
let event: GameEvent = command.into();
|
||||
assert_eq!(event, GameEvent::Command(command));
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_move_player_all_directions() {
|
||||
let directions = [Direction::Up, Direction::Down, Direction::Left, Direction::Right];
|
||||
|
||||
for direction in directions {
|
||||
let command = GameCommand::MovePlayer(direction);
|
||||
let event: GameEvent = command.into();
|
||||
|
||||
if let GameEvent::Command(GameCommand::MovePlayer(dir)) = event {
|
||||
assert_eq!(dir, direction);
|
||||
} else {
|
||||
panic!("Expected MovePlayer command with direction {:?}", direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_event_debug_format() {
|
||||
let event = GameEvent::Command(GameCommand::Exit);
|
||||
let debug_str = format!("{:?}", event);
|
||||
assert!(debug_str.contains("Command"));
|
||||
assert!(debug_str.contains("Exit"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_game_command_debug_format() {
|
||||
let command = GameCommand::MovePlayer(Direction::Left);
|
||||
let debug_str = format!("{:?}", command);
|
||||
assert!(debug_str.contains("MovePlayer"));
|
||||
assert!(debug_str.contains("Left"));
|
||||
}
|
||||
@@ -19,7 +19,7 @@ fn get_formatted_output() -> impl IntoIterator<Item = String> {
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_formatting_alignment() {
|
||||
fn test_complex_formatting_alignment() {
|
||||
let mut colon_positions = vec![];
|
||||
let mut first_decimal_positions = vec![];
|
||||
let mut second_decimal_positions = vec![];
|
||||
@@ -93,3 +93,80 @@ fn test_formatting_alignment() {
|
||||
second_unit_positions
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_format_timing_display_basic() {
|
||||
let timing_data = vec![
|
||||
("render".to_string(), Duration::from_micros(1500), Duration::from_micros(200)),
|
||||
("input".to_string(), Duration::from_micros(300), Duration::from_micros(50)),
|
||||
("physics".to_string(), Duration::from_nanos(750), Duration::from_nanos(100)),
|
||||
];
|
||||
|
||||
let formatted = format_timing_display(timing_data);
|
||||
|
||||
// Should have 3 lines (one for each system)
|
||||
assert_eq!(formatted.len(), 3);
|
||||
|
||||
// Each line should contain the system name
|
||||
assert!(formatted.iter().any(|line| line.contains("render")));
|
||||
assert!(formatted.iter().any(|line| line.contains("input")));
|
||||
assert!(formatted.iter().any(|line| line.contains("physics")));
|
||||
|
||||
// Each line should contain timing information with proper units
|
||||
for line in formatted.iter() {
|
||||
assert!(line.contains(":"), "Line should contain colon separator: {}", line);
|
||||
assert!(line.contains("±"), "Line should contain ± symbol: {}", line);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_format_timing_display_empty() {
|
||||
let timing_data = vec![];
|
||||
let formatted = format_timing_display(timing_data);
|
||||
assert!(formatted.is_empty());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_format_timing_display_units() {
|
||||
let timing_data = vec![
|
||||
("seconds".to_string(), Duration::from_secs(2), Duration::from_millis(100)),
|
||||
("millis".to_string(), Duration::from_millis(15), Duration::from_micros(200)),
|
||||
("micros".to_string(), Duration::from_micros(500), Duration::from_nanos(50)),
|
||||
("nanos".to_string(), Duration::from_nanos(250), Duration::from_nanos(25)),
|
||||
];
|
||||
|
||||
let formatted = format_timing_display(timing_data);
|
||||
|
||||
// Check that appropriate units are used
|
||||
let all_lines = formatted.join(" ");
|
||||
assert!(all_lines.contains("s"), "Should contain seconds unit");
|
||||
assert!(all_lines.contains("ms"), "Should contain milliseconds unit");
|
||||
assert!(all_lines.contains("µs"), "Should contain microseconds unit");
|
||||
assert!(all_lines.contains("ns"), "Should contain nanoseconds unit");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_format_timing_display_alignment() {
|
||||
let timing_data = vec![
|
||||
("short".to_string(), Duration::from_micros(100), Duration::from_micros(10)),
|
||||
(
|
||||
"very_long_name".to_string(),
|
||||
Duration::from_micros(200),
|
||||
Duration::from_micros(20),
|
||||
),
|
||||
];
|
||||
|
||||
let formatted = format_timing_display(timing_data);
|
||||
|
||||
// Find colon positions - they should be aligned
|
||||
let colon_positions: Vec<usize> = formatted.iter().map(|line| line.find(':').unwrap_or(0)).collect();
|
||||
|
||||
// All colons should be at the same position (aligned)
|
||||
if colon_positions.len() > 1 {
|
||||
let first_pos = colon_positions[0];
|
||||
assert!(
|
||||
colon_positions.iter().all(|&pos| pos == first_pos),
|
||||
"Colons should be aligned at the same position"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
278
tests/item.rs
Normal file
278
tests/item.rs
Normal file
@@ -0,0 +1,278 @@
|
||||
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
||||
|
||||
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,
|
||||
},
|
||||
};
|
||||
|
||||
#[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_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_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_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_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_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_item_system_ignores_non_item_collisions() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
|
||||
// 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_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);
|
||||
|
||||
// Send collision event with entities in reverse order
|
||||
send_collision_event(&mut world, pellet, pacman);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// 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_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);
|
||||
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
// Run system without any collision events
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// 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_item_system_collision_with_missing_entity() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
|
||||
// Create a fake entity ID that doesn't exist
|
||||
let fake_entity = Entity::from_raw(999);
|
||||
|
||||
send_collision_event(&mut world, pacman, fake_entity);
|
||||
|
||||
// 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_system_preserves_existing_score() {
|
||||
let mut world = create_test_world();
|
||||
|
||||
// Set initial score
|
||||
world.insert_resource(ScoreResource(100));
|
||||
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
|
||||
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);
|
||||
}
|
||||
195
tests/movement.rs
Normal file
195
tests/movement.rs
Normal file
@@ -0,0 +1,195 @@
|
||||
use glam::Vec2;
|
||||
use pacman::map::direction::Direction;
|
||||
use pacman::map::graph::{Graph, Node};
|
||||
use pacman::systems::movement::{BufferedDirection, Position, Velocity};
|
||||
|
||||
fn create_test_graph() -> Graph {
|
||||
let mut graph = Graph::new();
|
||||
|
||||
// Add a few test nodes
|
||||
let node0 = graph.add_node(Node {
|
||||
position: Vec2::new(0.0, 0.0),
|
||||
});
|
||||
let node1 = graph.add_node(Node {
|
||||
position: Vec2::new(16.0, 0.0),
|
||||
});
|
||||
let node2 = graph.add_node(Node {
|
||||
position: Vec2::new(0.0, 16.0),
|
||||
});
|
||||
|
||||
// Connect them
|
||||
graph.connect(node0, node1, false, None, Direction::Right).unwrap();
|
||||
graph.connect(node0, node2, false, None, Direction::Down).unwrap();
|
||||
|
||||
graph
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_is_at_node() {
|
||||
let stopped_pos = Position::Stopped { node: 0 };
|
||||
let moving_pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 8.0,
|
||||
};
|
||||
|
||||
assert!(stopped_pos.is_at_node());
|
||||
assert!(!moving_pos.is_at_node());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_current_node() {
|
||||
let stopped_pos = Position::Stopped { node: 5 };
|
||||
let moving_pos = Position::Moving {
|
||||
from: 3,
|
||||
to: 7,
|
||||
remaining_distance: 12.0,
|
||||
};
|
||||
|
||||
assert_eq!(stopped_pos.current_node(), 5);
|
||||
assert_eq!(moving_pos.current_node(), 3);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_tick_no_movement_when_stopped() {
|
||||
let mut pos = Position::Stopped { node: 0 };
|
||||
let result = pos.tick(5.0);
|
||||
|
||||
assert!(result.is_none());
|
||||
assert_eq!(pos, Position::Stopped { node: 0 });
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_tick_no_movement_when_zero_distance() {
|
||||
let mut pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 10.0,
|
||||
};
|
||||
let result = pos.tick(0.0);
|
||||
|
||||
assert!(result.is_none());
|
||||
assert_eq!(
|
||||
pos,
|
||||
Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 10.0,
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_tick_partial_movement() {
|
||||
let mut pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 10.0,
|
||||
};
|
||||
let result = pos.tick(3.0);
|
||||
|
||||
assert!(result.is_none());
|
||||
assert_eq!(
|
||||
pos,
|
||||
Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 7.0,
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_tick_exact_arrival() {
|
||||
let mut pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 5.0,
|
||||
};
|
||||
let result = pos.tick(5.0);
|
||||
|
||||
assert!(result.is_none());
|
||||
assert_eq!(pos, Position::Stopped { node: 1 });
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_tick_overshoot_with_overflow() {
|
||||
let mut pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 3.0,
|
||||
};
|
||||
let result = pos.tick(8.0);
|
||||
|
||||
assert_eq!(result, Some(5.0));
|
||||
assert_eq!(pos, Position::Stopped { node: 1 });
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_get_pixel_position_stopped() {
|
||||
let graph = create_test_graph();
|
||||
let pos = Position::Stopped { node: 0 };
|
||||
|
||||
let pixel_pos = pos.get_pixel_position(&graph).unwrap();
|
||||
let expected = Vec2::new(
|
||||
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
);
|
||||
|
||||
assert_eq!(pixel_pos, expected);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_position_get_pixel_position_moving() {
|
||||
let graph = create_test_graph();
|
||||
let pos = Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 8.0, // Halfway through a 16-unit edge
|
||||
};
|
||||
|
||||
let pixel_pos = pos.get_pixel_position(&graph).unwrap();
|
||||
// Should be halfway between (0,0) and (16,0), so at (8,0) plus offset
|
||||
let expected = Vec2::new(
|
||||
8.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
);
|
||||
|
||||
assert_eq!(pixel_pos, expected);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_velocity_basic_properties() {
|
||||
let velocity = Velocity {
|
||||
speed: 2.5,
|
||||
direction: Direction::Up,
|
||||
};
|
||||
|
||||
assert_eq!(velocity.speed, 2.5);
|
||||
assert_eq!(velocity.direction, Direction::Up);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_buffered_direction_none() {
|
||||
let buffered = BufferedDirection::None;
|
||||
assert_eq!(buffered, BufferedDirection::None);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_buffered_direction_some() {
|
||||
let buffered = BufferedDirection::Some {
|
||||
direction: Direction::Left,
|
||||
remaining_time: 0.5,
|
||||
};
|
||||
|
||||
if let BufferedDirection::Some {
|
||||
direction,
|
||||
remaining_time,
|
||||
} = buffered
|
||||
{
|
||||
assert_eq!(direction, Direction::Left);
|
||||
assert_eq!(remaining_time, 0.5);
|
||||
} else {
|
||||
panic!("Expected BufferedDirection::Some");
|
||||
}
|
||||
}
|
||||
576
tests/player.rs
Normal file
576
tests/player.rs
Normal file
@@ -0,0 +1,576 @@
|
||||
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
||||
|
||||
use pacman::{
|
||||
events::{GameCommand, GameEvent},
|
||||
map::{
|
||||
builder::Map,
|
||||
direction::Direction,
|
||||
graph::{Edge, TraversalFlags},
|
||||
},
|
||||
systems::{
|
||||
components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
||||
debug::DebugState,
|
||||
movement::{BufferedDirection, Position, Velocity},
|
||||
player::{can_traverse, player_control_system, player_movement_system},
|
||||
},
|
||||
};
|
||||
|
||||
// Test helper functions for ECS setup
|
||||
fn create_test_world() -> World {
|
||||
let mut world = World::new();
|
||||
|
||||
// Add resources
|
||||
world.insert_resource(GlobalState { exit: false });
|
||||
world.insert_resource(DebugState::Off);
|
||||
world.insert_resource(AudioState::default());
|
||||
world.insert_resource(DeltaTime(1.0 / 60.0)); // 60 FPS
|
||||
world.insert_resource(Events::<GameEvent>::default());
|
||||
world.insert_resource(Events::<pacman::error::GameError>::default());
|
||||
|
||||
// Create a simple test map with nodes and edges
|
||||
let test_map = create_test_map();
|
||||
world.insert_resource(test_map);
|
||||
|
||||
world
|
||||
}
|
||||
|
||||
fn create_test_map() -> Map {
|
||||
// Use the actual RAW_BOARD from constants.rs
|
||||
use pacman::constants::RAW_BOARD;
|
||||
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||
}
|
||||
|
||||
fn spawn_test_player(world: &mut World) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
PlayerControlled,
|
||||
Position::Stopped { node: 0 },
|
||||
Velocity {
|
||||
speed: 1.0,
|
||||
direction: Direction::Right,
|
||||
},
|
||||
BufferedDirection::None,
|
||||
EntityType::Player,
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
fn send_game_event(world: &mut World, command: GameCommand) {
|
||||
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||
events.send(GameEvent::Command(command));
|
||||
}
|
||||
|
||||
#[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());
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// ECS System Tests
|
||||
// ============================================================================
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_move_command() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
|
||||
// Send move command
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||
|
||||
// Run the system
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that buffered direction was updated
|
||||
let mut query = world.query::<&BufferedDirection>();
|
||||
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||
|
||||
match *buffered_direction {
|
||||
BufferedDirection::Some {
|
||||
direction,
|
||||
remaining_time,
|
||||
} => {
|
||||
assert_eq!(direction, Direction::Up);
|
||||
assert_eq!(remaining_time, 0.25);
|
||||
}
|
||||
BufferedDirection::None => panic!("Expected buffered direction to be set"),
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_exit_command() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
|
||||
// Send exit command
|
||||
send_game_event(&mut world, GameCommand::Exit);
|
||||
|
||||
// Run the system
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that exit flag was set
|
||||
let state = world.resource::<GlobalState>();
|
||||
assert!(state.exit);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_toggle_debug() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
|
||||
// Send toggle debug command
|
||||
send_game_event(&mut world, GameCommand::ToggleDebug);
|
||||
|
||||
// Run the system
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that debug state changed
|
||||
let debug_state = world.resource::<DebugState>();
|
||||
assert_eq!(*debug_state, DebugState::Graph);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_mute_audio() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
|
||||
// Send mute audio command
|
||||
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||
|
||||
// Run the system
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that audio was muted
|
||||
let audio_state = world.resource::<AudioState>();
|
||||
assert!(audio_state.muted);
|
||||
|
||||
// Send mute audio command again to unmute - need fresh events
|
||||
world.resource_mut::<Events<GameEvent>>().clear(); // Clear previous events
|
||||
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that audio was unmuted
|
||||
let audio_state = world.resource::<AudioState>();
|
||||
assert!(!audio_state.muted, "Audio should be unmuted after second toggle");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_control_system_no_player_entity() {
|
||||
let mut world = create_test_world();
|
||||
// Don't spawn a player entity
|
||||
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||
|
||||
// Run the system - should write an error
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that an error was written (we can't easily check Events without manual management,
|
||||
// so for this test we just verify the system ran without panicking)
|
||||
// In a real implementation, you might expose error checking through the ECS world
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_buffered_direction_expires() {
|
||||
let mut world = create_test_world();
|
||||
let player = spawn_test_player(&mut world);
|
||||
|
||||
// Set a buffered direction with short time
|
||||
world.entity_mut(player).insert(BufferedDirection::Some {
|
||||
direction: Direction::Up,
|
||||
remaining_time: 0.01, // Very short time
|
||||
});
|
||||
|
||||
// Set delta time to expire the buffered direction
|
||||
world.insert_resource(DeltaTime(0.02));
|
||||
|
||||
// Run the system
|
||||
world
|
||||
.run_system_once(player_movement_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that buffered direction expired or remaining time decreased significantly
|
||||
let mut query = world.query::<&BufferedDirection>();
|
||||
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||
match *buffered_direction {
|
||||
BufferedDirection::None => {} // Expected - fully expired
|
||||
BufferedDirection::Some { remaining_time, .. } => {
|
||||
assert!(
|
||||
remaining_time <= 0.0,
|
||||
"Buffered direction should be expired or have non-positive time"
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_start_moving_from_stopped() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
|
||||
// Player starts at node 0, facing right (towards node 1)
|
||||
// Should start moving when system runs
|
||||
|
||||
world
|
||||
.run_system_once(player_movement_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that player started moving
|
||||
let mut query = world.query::<&Position>();
|
||||
let position = query.single(&world).expect("Player should exist");
|
||||
|
||||
match *position {
|
||||
Position::Moving { from, .. } => {
|
||||
assert_eq!(from, 0, "Player should start from node 0");
|
||||
// Don't assert exact target node since the real map has different connectivity
|
||||
}
|
||||
Position::Stopped { .. } => {} // May stay stopped if no valid edge in current direction
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_buffered_direction_change() {
|
||||
let mut world = create_test_world();
|
||||
let player = spawn_test_player(&mut world);
|
||||
|
||||
// Set a buffered direction to go down (towards node 2)
|
||||
world.entity_mut(player).insert(BufferedDirection::Some {
|
||||
direction: Direction::Down,
|
||||
remaining_time: 1.0,
|
||||
});
|
||||
|
||||
world
|
||||
.run_system_once(player_movement_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that player started moving down instead of right
|
||||
let mut query = world.query::<(&Position, &Velocity, &BufferedDirection)>();
|
||||
let (position, _velocity, _buffered_direction) = query.single(&world).expect("Player should exist");
|
||||
|
||||
match *position {
|
||||
Position::Moving { from, to, .. } => {
|
||||
assert_eq!(from, 0);
|
||||
assert_eq!(to, 2); // Should be moving to node 2 (down)
|
||||
}
|
||||
Position::Stopped { .. } => panic!("Player should have started moving"),
|
||||
}
|
||||
|
||||
// Check if the movement actually happened based on the real map connectivity
|
||||
// The buffered direction might not be consumed if there's no valid edge in that direction
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_no_valid_edge() {
|
||||
let mut world = create_test_world();
|
||||
let player = spawn_test_player(&mut world);
|
||||
|
||||
// Set velocity to direction with no edge
|
||||
world.entity_mut(player).insert(Velocity {
|
||||
speed: 1.0,
|
||||
direction: Direction::Up, // No edge up from node 0
|
||||
});
|
||||
|
||||
world
|
||||
.run_system_once(player_movement_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Player should remain stopped
|
||||
let mut query = world.query::<&Position>();
|
||||
let position = query.single(&world).expect("Player should exist");
|
||||
|
||||
match *position {
|
||||
Position::Stopped { node } => assert_eq!(node, 0),
|
||||
Position::Moving { .. } => panic!("Player shouldn't be able to move without valid edge"),
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_movement_system_continue_moving() {
|
||||
let mut world = create_test_world();
|
||||
let player = spawn_test_player(&mut world);
|
||||
|
||||
// Set player to already be moving
|
||||
world.entity_mut(player).insert(Position::Moving {
|
||||
from: 0,
|
||||
to: 1,
|
||||
remaining_distance: 50.0,
|
||||
});
|
||||
|
||||
world
|
||||
.run_system_once(player_movement_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that player continued moving and distance decreased
|
||||
let mut query = world.query::<&Position>();
|
||||
let position = query.single(&world).expect("Player should exist");
|
||||
|
||||
match *position {
|
||||
Position::Moving { remaining_distance, .. } => {
|
||||
assert!(remaining_distance < 50.0); // Should have moved
|
||||
}
|
||||
Position::Stopped { .. } => {
|
||||
// If player reached destination, that's also valid
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Integration Tests
|
||||
// ============================================================================
|
||||
|
||||
#[test]
|
||||
fn test_full_player_input_to_movement_flow() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
|
||||
// Send move command
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||
|
||||
// Run control system to process input
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Run movement system to execute movement
|
||||
world
|
||||
.run_system_once(player_movement_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check final state - player should be moving down
|
||||
let mut query = world.query::<(&Position, &Velocity, &BufferedDirection)>();
|
||||
let (position, _velocity, _buffered_direction) = query.single(&world).expect("Player should exist");
|
||||
|
||||
match *position {
|
||||
Position::Moving { from, to, .. } => {
|
||||
assert_eq!(from, 0);
|
||||
assert_eq!(to, 2); // Moving to node 2 (down)
|
||||
}
|
||||
Position::Stopped { .. } => panic!("Player should be moving"),
|
||||
}
|
||||
|
||||
// Check that player moved in the buffered direction if possible
|
||||
// In the real map, the buffered direction may not be consumable if there's no valid edge
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_buffered_direction_timing() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
|
||||
// Send move command
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Run movement system multiple times with small delta times
|
||||
world.insert_resource(DeltaTime(0.1)); // 0.1 seconds
|
||||
|
||||
// First run - buffered direction should still be active
|
||||
world
|
||||
.run_system_once(player_movement_system)
|
||||
.expect("System should run successfully");
|
||||
let mut query = world.query::<&BufferedDirection>();
|
||||
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||
|
||||
match *buffered_direction {
|
||||
BufferedDirection::Some { remaining_time, .. } => {
|
||||
assert!(remaining_time > 0.0);
|
||||
assert!(remaining_time < 0.25);
|
||||
}
|
||||
BufferedDirection::None => panic!("Buffered direction should still be active"),
|
||||
}
|
||||
|
||||
// Run again to fully expire the buffered direction
|
||||
world.insert_resource(DeltaTime(0.2)); // Total 0.3 seconds, should expire
|
||||
world
|
||||
.run_system_once(player_movement_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||
assert_eq!(*buffered_direction, BufferedDirection::None);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_multiple_rapid_direction_changes() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
|
||||
// Send multiple rapid direction changes
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Up));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Left));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Only the last direction should be buffered
|
||||
let mut query = world.query::<&BufferedDirection>();
|
||||
let buffered_direction = query.single(&world).expect("Player should exist");
|
||||
|
||||
match *buffered_direction {
|
||||
BufferedDirection::Some { direction, .. } => {
|
||||
assert_eq!(direction, Direction::Left);
|
||||
}
|
||||
BufferedDirection::None => panic!("Expected buffered direction"),
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_player_state_persistence_across_systems() {
|
||||
let mut world = create_test_world();
|
||||
let _player = spawn_test_player(&mut world);
|
||||
|
||||
// Test that multiple commands can be processed - but need to handle events properly
|
||||
// Clear any existing events first
|
||||
world.resource_mut::<Events<GameEvent>>().clear();
|
||||
|
||||
// Toggle debug mode
|
||||
send_game_event(&mut world, GameCommand::ToggleDebug);
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
let debug_state_after_toggle = *world.resource::<DebugState>();
|
||||
|
||||
// Clear events and mute audio
|
||||
world.resource_mut::<Events<GameEvent>>().clear();
|
||||
send_game_event(&mut world, GameCommand::MuteAudio);
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
let audio_muted_after_toggle = world.resource::<AudioState>().muted;
|
||||
|
||||
// Clear events and move player
|
||||
world.resource_mut::<Events<GameEvent>>().clear();
|
||||
send_game_event(&mut world, GameCommand::MovePlayer(Direction::Down));
|
||||
world
|
||||
.run_system_once(player_control_system)
|
||||
.expect("System should run successfully");
|
||||
world
|
||||
.run_system_once(player_movement_system)
|
||||
.expect("System should run successfully");
|
||||
|
||||
// Check that all state changes persisted
|
||||
// Variables already captured above during individual tests
|
||||
let mut query = world.query::<&Position>();
|
||||
let position = *query.single(&world).expect("Player should exist");
|
||||
|
||||
// Check that the state changes persisted individually
|
||||
assert_eq!(debug_state_after_toggle, DebugState::Graph, "Debug state should have toggled");
|
||||
assert!(audio_muted_after_toggle, "Audio should be muted");
|
||||
|
||||
// Player position depends on actual map connectivity
|
||||
match position {
|
||||
Position::Moving { .. } => {} // Good - player is moving
|
||||
Position::Stopped { .. } => {} // Also ok - might not have valid edge in that direction
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user