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12 changed files with 1495 additions and 204 deletions

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@@ -28,7 +28,6 @@ pub trait CommonPlatform {
fn get_canvas_size(&self) -> Option<(u32, u32)>;
/// Loads raw asset data using the appropriate platform-specific method.
fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
}

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@@ -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.

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@@ -28,7 +28,7 @@ pub enum CursorPosition {
pub struct Bindings {
key_bindings: HashMap<Keycode, GameCommand>,
movement_keys: HashSet<Keycode>,
last_movement_key: Option<Keycode>,
pressed_movement_keys: Vec<Keycode>,
}
impl Default for Bindings {
@@ -67,11 +67,63 @@ impl Default for Bindings {
Self {
key_bindings,
movement_keys,
last_movement_key: None,
pressed_movement_keys: Vec::new(),
}
}
}
/// A simplified input event used for deterministic testing and logic reuse
/// without depending on SDL's event pump.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum SimpleKeyEvent {
KeyDown(Keycode),
KeyUp(Keycode),
}
/// Processes a frame's worth of simplified key events and returns the resulting
/// `GameEvent`s that would be emitted by the input system for that frame.
///
/// This mirrors the behavior of `input_system` for keyboard-related logic:
/// - KeyDown emits the bound command immediately (movement or otherwise)
/// - Tracks pressed movement keys in order to continue movement on subsequent frames
/// - KeyUp removes movement keys; if another movement key remains, it resumes
pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[SimpleKeyEvent]) -> Vec<GameEvent> {
let mut emitted_events = Vec::new();
let mut movement_key_pressed = false;
for event in frame_events {
match *event {
SimpleKeyEvent::KeyDown(key) => {
if let Some(command) = bindings.key_bindings.get(&key).copied() {
emitted_events.push(GameEvent::Command(command));
}
if bindings.movement_keys.contains(&key) {
movement_key_pressed = true;
if !bindings.pressed_movement_keys.contains(&key) {
bindings.pressed_movement_keys.push(key);
}
}
}
SimpleKeyEvent::KeyUp(key) => {
if bindings.movement_keys.contains(&key) {
bindings.pressed_movement_keys.retain(|&k| k != key);
}
}
}
}
if !movement_key_pressed {
if let Some(&last_movement_key) = bindings.pressed_movement_keys.last() {
if let Some(command) = bindings.key_bindings.get(&last_movement_key).copied() {
emitted_events.push(GameEvent::Command(command));
}
}
}
emitted_events
}
pub fn input_system(
delta_time: Res<DeltaTime>,
mut bindings: ResMut<Bindings>,
@@ -79,11 +131,14 @@ pub fn input_system(
mut pump: NonSendMut<&'static mut EventPump>,
mut cursor: ResMut<CursorPosition>,
) {
let mut movement_key_pressed = false;
let mut cursor_seen = false;
// Collect all events for this frame.
let frame_events: Vec<Event> = pump.poll_iter().collect();
for event in pump.poll_iter() {
match event {
// Handle non-keyboard events inline and build a simplified keyboard event stream.
let mut simple_key_events = Vec::new();
for event in &frame_events {
match *event {
Event::Quit { .. } => {
writer.write(GameEvent::Command(GameCommand::Exit));
}
@@ -94,44 +149,28 @@ pub fn input_system(
};
cursor_seen = true;
}
Event::KeyUp {
repeat: false,
keycode: Some(key),
..
} => {
// If the last movement key was released, then forget it.
if let Some(last_movement_key) = bindings.last_movement_key {
if last_movement_key == key {
bindings.last_movement_key = None;
}
}
}
Event::KeyDown {
keycode: Some(key),
repeat: false,
..
} => {
let command = bindings.key_bindings.get(&key).copied();
if let Some(command) = command {
writer.write(GameEvent::Command(command));
}
if bindings.movement_keys.contains(&key) {
movement_key_pressed = true;
bindings.last_movement_key = Some(key);
}
simple_key_events.push(SimpleKeyEvent::KeyDown(key));
}
Event::KeyUp {
keycode: Some(key),
repeat: false,
..
} => {
simple_key_events.push(SimpleKeyEvent::KeyUp(key));
}
_ => {}
}
}
if let Some(last_movement_key) = bindings.last_movement_key {
if !movement_key_pressed {
let command = bindings.key_bindings.get(&last_movement_key).copied();
if let Some(command) = command {
writer.write(GameEvent::Command(command));
}
}
// Delegate keyboard handling to shared logic used by tests and production.
let emitted = process_simple_key_events(&mut bindings, &simple_key_events);
for event in emitted {
writer.write(event);
}
if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {

View File

@@ -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);
}
}
}

View File

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

View File

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

158
tests/error.rs Normal file
View 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
View 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"));
}

View File

@@ -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
View 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);
}

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tests/movement.rs Normal file
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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");
}
}

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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
}
}