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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 471b118efd | |||
| 13a9c165f7 |
159
tests/item.rs
Normal file
159
tests/item.rs
Normal file
@@ -0,0 +1,159 @@
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use pacman::systems::components::EntityType;
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// Helper functions that extract the core scoring logic from item_system
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// This allows us to test the business rules without ECS complexity
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fn calculate_score_for_item(entity_type: EntityType) -> Option<u32> {
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match entity_type {
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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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fn is_collectible_item(entity_type: EntityType) -> bool {
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matches!(entity_type, EntityType::Pellet | EntityType::PowerPellet)
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}
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fn should_trigger_audio_on_collection(entity_type: EntityType) -> bool {
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is_collectible_item(entity_type)
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}
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#[test]
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fn test_pellet_scoring() {
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assert_eq!(calculate_score_for_item(EntityType::Pellet), Some(10));
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}
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#[test]
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fn test_power_pellet_scoring() {
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assert_eq!(calculate_score_for_item(EntityType::PowerPellet), Some(50));
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}
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#[test]
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fn test_non_collectible_items_no_score() {
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assert_eq!(calculate_score_for_item(EntityType::Player), None);
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assert_eq!(calculate_score_for_item(EntityType::Ghost), None);
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}
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#[test]
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fn test_collectible_item_detection() {
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assert!(is_collectible_item(EntityType::Pellet));
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assert!(is_collectible_item(EntityType::PowerPellet));
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assert!(!is_collectible_item(EntityType::Player));
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assert!(!is_collectible_item(EntityType::Ghost));
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}
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#[test]
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fn test_audio_trigger_for_collectibles() {
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assert!(should_trigger_audio_on_collection(EntityType::Pellet));
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assert!(should_trigger_audio_on_collection(EntityType::PowerPellet));
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assert!(!should_trigger_audio_on_collection(EntityType::Player));
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assert!(!should_trigger_audio_on_collection(EntityType::Ghost));
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}
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#[test]
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fn test_score_progression() {
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// Test that power pellets are worth more than regular pellets
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let pellet_score = calculate_score_for_item(EntityType::Pellet).unwrap();
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let power_pellet_score = calculate_score_for_item(EntityType::PowerPellet).unwrap();
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assert!(power_pellet_score > pellet_score);
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assert_eq!(power_pellet_score / pellet_score, 5); // Power pellets are worth 5x regular pellets
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}
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#[test]
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fn test_entity_type_variants() {
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// Test all EntityType variants to ensure they're handled appropriately
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let all_types = vec![
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EntityType::Player,
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EntityType::Ghost,
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EntityType::Pellet,
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EntityType::PowerPellet,
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];
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let mut collectible_count = 0;
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let mut non_collectible_count = 0;
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for entity_type in all_types {
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if is_collectible_item(entity_type) {
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collectible_count += 1;
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// All collectible items should have a score
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assert!(calculate_score_for_item(entity_type).is_some());
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} else {
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non_collectible_count += 1;
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// Non-collectible items should not have a score
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assert!(calculate_score_for_item(entity_type).is_none());
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}
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}
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// Verify we have the expected number of each type
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assert_eq!(collectible_count, 2); // Pellet and PowerPellet
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assert_eq!(non_collectible_count, 2); // Player and Ghost
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}
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#[test]
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fn test_score_accumulation() {
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// Test score accumulation logic (simulating multiple collections)
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let mut total_score = 0u32;
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// Collect some items
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let collected_items = vec![
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EntityType::Pellet,
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EntityType::Pellet,
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EntityType::PowerPellet,
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EntityType::Pellet,
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EntityType::PowerPellet,
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];
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for item in collected_items {
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if let Some(score) = calculate_score_for_item(item) {
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total_score += score;
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}
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}
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// Expected: 3 pellets (30) + 2 power pellets (100) = 130
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assert_eq!(total_score, 130);
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}
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#[test]
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fn test_collision_filtering_logic() {
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// Test the logic for determining valid collision pairs
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// This mirrors the logic in item_system that checks entity types
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let test_cases = vec![
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(EntityType::Player, EntityType::Pellet, true),
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(EntityType::Player, EntityType::PowerPellet, true),
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(EntityType::Player, EntityType::Ghost, false), // Not handled by item system
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(EntityType::Player, EntityType::Player, false), // Not a valid collision
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(EntityType::Ghost, EntityType::Pellet, false), // Ghosts don't collect items
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(EntityType::Pellet, EntityType::PowerPellet, false), // Items don't interact
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];
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for (entity1, entity2, should_be_valid) in test_cases {
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let is_valid_item_collision = (entity1 == EntityType::Player && is_collectible_item(entity2))
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|| (entity2 == EntityType::Player && is_collectible_item(entity1));
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assert_eq!(
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is_valid_item_collision, should_be_valid,
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"Failed for collision between {:?} and {:?}",
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entity1, entity2
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);
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}
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}
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#[test]
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fn test_item_collection_side_effects() {
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// Test that collecting items should trigger the expected side effects
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let collectible_items = vec![EntityType::Pellet, EntityType::PowerPellet];
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for item in collectible_items {
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// Should provide score
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assert!(calculate_score_for_item(item).is_some());
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// Should trigger audio
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assert!(should_trigger_audio_on_collection(item));
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// Should be marked as collectible
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assert!(is_collectible_item(item));
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}
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}
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195
tests/movement.rs
Normal file
195
tests/movement.rs
Normal file
@@ -0,0 +1,195 @@
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use glam::Vec2;
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use pacman::map::direction::Direction;
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use pacman::map::graph::{Graph, Node};
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use pacman::systems::movement::{BufferedDirection, Position, Velocity};
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fn create_test_graph() -> Graph {
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let mut graph = Graph::new();
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// Add a few test nodes
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let node0 = graph.add_node(Node {
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position: Vec2::new(0.0, 0.0),
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});
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let node1 = graph.add_node(Node {
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position: Vec2::new(16.0, 0.0),
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});
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let node2 = graph.add_node(Node {
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position: Vec2::new(0.0, 16.0),
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});
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// Connect them
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graph.connect(node0, node1, false, None, Direction::Right).unwrap();
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graph.connect(node0, node2, false, None, Direction::Down).unwrap();
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graph
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}
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#[test]
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fn test_position_is_at_node() {
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let stopped_pos = Position::Stopped { node: 0 };
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let moving_pos = Position::Moving {
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from: 0,
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to: 1,
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remaining_distance: 8.0,
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};
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assert!(stopped_pos.is_at_node());
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assert!(!moving_pos.is_at_node());
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}
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#[test]
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fn test_position_current_node() {
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let stopped_pos = Position::Stopped { node: 5 };
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let moving_pos = Position::Moving {
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from: 3,
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to: 7,
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remaining_distance: 12.0,
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};
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assert_eq!(stopped_pos.current_node(), 5);
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assert_eq!(moving_pos.current_node(), 3);
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}
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#[test]
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fn test_position_tick_no_movement_when_stopped() {
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let mut pos = Position::Stopped { node: 0 };
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let result = pos.tick(5.0);
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assert!(result.is_none());
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assert_eq!(pos, Position::Stopped { node: 0 });
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}
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#[test]
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fn test_position_tick_no_movement_when_zero_distance() {
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let mut pos = Position::Moving {
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from: 0,
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to: 1,
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remaining_distance: 10.0,
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};
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let result = pos.tick(0.0);
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assert!(result.is_none());
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assert_eq!(
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pos,
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Position::Moving {
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from: 0,
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to: 1,
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remaining_distance: 10.0,
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}
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);
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}
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#[test]
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fn test_position_tick_partial_movement() {
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let mut pos = Position::Moving {
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from: 0,
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to: 1,
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remaining_distance: 10.0,
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};
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let result = pos.tick(3.0);
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assert!(result.is_none());
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assert_eq!(
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pos,
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Position::Moving {
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from: 0,
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to: 1,
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remaining_distance: 7.0,
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}
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);
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}
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#[test]
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fn test_position_tick_exact_arrival() {
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let mut pos = Position::Moving {
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from: 0,
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to: 1,
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remaining_distance: 5.0,
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};
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let result = pos.tick(5.0);
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assert!(result.is_none());
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assert_eq!(pos, Position::Stopped { node: 1 });
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}
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#[test]
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fn test_position_tick_overshoot_with_overflow() {
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let mut pos = Position::Moving {
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from: 0,
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to: 1,
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remaining_distance: 3.0,
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};
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let result = pos.tick(8.0);
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assert_eq!(result, Some(5.0));
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assert_eq!(pos, Position::Stopped { node: 1 });
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}
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#[test]
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fn test_position_get_pixel_position_stopped() {
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let graph = create_test_graph();
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let pos = Position::Stopped { node: 0 };
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let pixel_pos = pos.get_pixel_position(&graph).unwrap();
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let expected = Vec2::new(
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0.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
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0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
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);
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assert_eq!(pixel_pos, expected);
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}
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#[test]
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fn test_position_get_pixel_position_moving() {
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let graph = create_test_graph();
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let pos = Position::Moving {
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from: 0,
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to: 1,
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remaining_distance: 8.0, // Halfway through a 16-unit edge
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};
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let pixel_pos = pos.get_pixel_position(&graph).unwrap();
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// Should be halfway between (0,0) and (16,0), so at (8,0) plus offset
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let expected = Vec2::new(
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8.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
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0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
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||||
);
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|
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assert_eq!(pixel_pos, expected);
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}
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|
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#[test]
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fn test_velocity_basic_properties() {
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let velocity = Velocity {
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speed: 2.5,
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direction: Direction::Up,
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};
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assert_eq!(velocity.speed, 2.5);
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assert_eq!(velocity.direction, Direction::Up);
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}
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#[test]
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fn test_buffered_direction_none() {
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let buffered = BufferedDirection::None;
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assert_eq!(buffered, BufferedDirection::None);
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}
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|
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#[test]
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fn test_buffered_direction_some() {
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let buffered = BufferedDirection::Some {
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direction: Direction::Left,
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remaining_time: 0.5,
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};
|
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|
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if let BufferedDirection::Some {
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direction,
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remaining_time,
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} = buffered
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{
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assert_eq!(direction, Direction::Left);
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assert_eq!(remaining_time, 0.5);
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} else {
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panic!("Expected BufferedDirection::Some");
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}
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}
|
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484
tests/player.rs
484
tests/player.rs
@@ -1,7 +1,64 @@
|
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use pacman::map::direction::Direction;
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use pacman::map::graph::{Edge, TraversalFlags};
|
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use pacman::systems::components::EntityType;
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use pacman::systems::player::can_traverse;
|
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use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
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|
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use pacman::{
|
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events::{GameCommand, GameEvent},
|
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map::{
|
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builder::Map,
|
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direction::Direction,
|
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graph::{Edge, TraversalFlags},
|
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},
|
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systems::{
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components::{AudioState, DeltaTime, EntityType, GlobalState, PlayerControlled},
|
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debug::DebugState,
|
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movement::{BufferedDirection, Position, Velocity},
|
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player::{can_traverse, player_control_system, player_movement_system},
|
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},
|
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};
|
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|
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// Test helper functions for ECS setup
|
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fn create_test_world() -> World {
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let mut world = World::new();
|
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|
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// Add resources
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world.insert_resource(GlobalState { exit: false });
|
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world.insert_resource(DebugState::Off);
|
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world.insert_resource(AudioState::default());
|
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world.insert_resource(DeltaTime(1.0 / 60.0)); // 60 FPS
|
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world.insert_resource(Events::<GameEvent>::default());
|
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world.insert_resource(Events::<pacman::error::GameError>::default());
|
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|
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// Create a simple test map with nodes and edges
|
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let test_map = create_test_map();
|
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world.insert_resource(test_map);
|
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|
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world
|
||||
}
|
||||
|
||||
fn create_test_map() -> Map {
|
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// Use the actual RAW_BOARD from constants.rs
|
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use pacman::constants::RAW_BOARD;
|
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Map::new(RAW_BOARD).expect("Failed to create test map")
|
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}
|
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|
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fn spawn_test_player(world: &mut World) -> Entity {
|
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world
|
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.spawn((
|
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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() {
|
||||
@@ -98,3 +155,422 @@ fn test_entity_type_traversal_flags() {
|
||||
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