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https://github.com/Xevion/Pac-Man.git
synced 2025-12-08 04:07:52 -06:00
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4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
5109457fcd | ||
|
|
5497e4b0b9 | ||
| d72b6eec06 | |||
| ae42f6ead0 |
@@ -28,7 +28,6 @@ pub trait CommonPlatform {
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fn get_canvas_size(&self) -> Option<(u32, u32)>;
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/// Loads raw asset data using the appropriate platform-specific method.
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fn get_asset_bytes(&self, asset: Asset) -> Result<Cow<'static, [u8]>, AssetError>;
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}
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@@ -70,6 +70,17 @@ impl EntityType {
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_ => TraversalFlags::empty(), // Static entities don't traverse
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}
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}
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pub fn score_value(&self) -> Option<u32> {
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match self {
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EntityType::Pellet => Some(10),
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EntityType::PowerPellet => Some(50),
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_ => None,
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}
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}
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pub fn is_collectible(&self) -> bool {
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matches!(self, EntityType::Pellet | EntityType::PowerPellet)
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}
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}
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/// A component for entities that have a sprite, with a layer for ordering.
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@@ -28,7 +28,7 @@ pub enum CursorPosition {
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pub struct Bindings {
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key_bindings: HashMap<Keycode, GameCommand>,
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movement_keys: HashSet<Keycode>,
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last_movement_key: Option<Keycode>,
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pressed_movement_keys: Vec<Keycode>,
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}
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impl Default for Bindings {
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@@ -67,11 +67,63 @@ impl Default for Bindings {
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Self {
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key_bindings,
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movement_keys,
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last_movement_key: None,
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pressed_movement_keys: Vec::new(),
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}
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}
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}
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/// A simplified input event used for deterministic testing and logic reuse
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/// without depending on SDL's event pump.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum SimpleKeyEvent {
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KeyDown(Keycode),
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KeyUp(Keycode),
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}
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/// Processes a frame's worth of simplified key events and returns the resulting
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/// `GameEvent`s that would be emitted by the input system for that frame.
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///
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/// This mirrors the behavior of `input_system` for keyboard-related logic:
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/// - KeyDown emits the bound command immediately (movement or otherwise)
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/// - Tracks pressed movement keys in order to continue movement on subsequent frames
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/// - KeyUp removes movement keys; if another movement key remains, it resumes
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pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[SimpleKeyEvent]) -> Vec<GameEvent> {
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let mut emitted_events = Vec::new();
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let mut movement_key_pressed = false;
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for event in frame_events {
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match *event {
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SimpleKeyEvent::KeyDown(key) => {
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if let Some(command) = bindings.key_bindings.get(&key).copied() {
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emitted_events.push(GameEvent::Command(command));
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}
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if bindings.movement_keys.contains(&key) {
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movement_key_pressed = true;
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if !bindings.pressed_movement_keys.contains(&key) {
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bindings.pressed_movement_keys.push(key);
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}
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}
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}
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SimpleKeyEvent::KeyUp(key) => {
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if bindings.movement_keys.contains(&key) {
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bindings.pressed_movement_keys.retain(|&k| k != key);
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}
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}
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}
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}
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if !movement_key_pressed {
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if let Some(&last_movement_key) = bindings.pressed_movement_keys.last() {
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if let Some(command) = bindings.key_bindings.get(&last_movement_key).copied() {
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emitted_events.push(GameEvent::Command(command));
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}
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}
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}
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emitted_events
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}
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pub fn input_system(
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delta_time: Res<DeltaTime>,
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mut bindings: ResMut<Bindings>,
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@@ -79,11 +131,14 @@ pub fn input_system(
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mut pump: NonSendMut<&'static mut EventPump>,
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mut cursor: ResMut<CursorPosition>,
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) {
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let mut movement_key_pressed = false;
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let mut cursor_seen = false;
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// Collect all events for this frame.
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let frame_events: Vec<Event> = pump.poll_iter().collect();
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for event in pump.poll_iter() {
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match event {
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// Handle non-keyboard events inline and build a simplified keyboard event stream.
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let mut simple_key_events = Vec::new();
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for event in &frame_events {
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match *event {
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Event::Quit { .. } => {
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writer.write(GameEvent::Command(GameCommand::Exit));
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}
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@@ -94,44 +149,28 @@ pub fn input_system(
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};
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cursor_seen = true;
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}
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Event::KeyUp {
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repeat: false,
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keycode: Some(key),
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..
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} => {
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// If the last movement key was released, then forget it.
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if let Some(last_movement_key) = bindings.last_movement_key {
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if last_movement_key == key {
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bindings.last_movement_key = None;
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}
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}
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}
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Event::KeyDown {
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keycode: Some(key),
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repeat: false,
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..
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} => {
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let command = bindings.key_bindings.get(&key).copied();
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if let Some(command) = command {
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writer.write(GameEvent::Command(command));
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}
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if bindings.movement_keys.contains(&key) {
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movement_key_pressed = true;
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bindings.last_movement_key = Some(key);
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}
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simple_key_events.push(SimpleKeyEvent::KeyDown(key));
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}
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Event::KeyUp {
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keycode: Some(key),
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repeat: false,
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..
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} => {
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simple_key_events.push(SimpleKeyEvent::KeyUp(key));
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}
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_ => {}
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}
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}
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if let Some(last_movement_key) = bindings.last_movement_key {
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if !movement_key_pressed {
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let command = bindings.key_bindings.get(&last_movement_key).copied();
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if let Some(command) = command {
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writer.write(GameEvent::Command(command));
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}
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}
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// Delegate keyboard handling to shared logic used by tests and production.
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let emitted = process_simple_key_events(&mut bindings, &simple_key_events);
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for event in emitted {
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writer.write(event);
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}
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if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
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@@ -8,6 +8,17 @@ use crate::{
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},
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};
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/// Determines if a collision between two entity types should be handled by the item system.
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///
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/// Returns `true` if one entity is a player and the other is a collectible item.
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#[allow(dead_code)]
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pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool {
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match (entity1, entity2) {
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(EntityType::Player, entity) | (entity, EntityType::Player) => entity.is_collectible(),
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_ => false,
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}
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}
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pub fn item_system(
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mut commands: Commands,
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mut collision_events: EventReader<GameEvent>,
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@@ -29,20 +40,17 @@ pub fn item_system(
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// Get the item type and update score
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if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
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match entity_type {
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EntityType::Pellet => {
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score.0 += 10;
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if let Some(score_value) = entity_type.score_value() {
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score.0 += score_value;
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// Remove the collected item
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commands.entity(item_ent).despawn();
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// Trigger audio if appropriate
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if entity_type.is_collectible() {
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events.write(AudioEvent::PlayEat);
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}
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EntityType::PowerPellet => {
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score.0 += 50;
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}
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_ => continue,
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}
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// Remove the collected item
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commands.entity(item_ent).despawn();
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events.write(AudioEvent::PlayEat);
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}
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}
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}
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@@ -4,7 +4,7 @@ use pacman::map::direction::Direction;
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#[test]
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fn test_game_command_variants() {
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// Test that all GameCommand variants can be created
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let commands = vec![
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let commands = [
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GameCommand::Exit,
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GameCommand::MovePlayer(Direction::Up),
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GameCommand::MovePlayer(Direction::Down),
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@@ -38,17 +38,6 @@ fn test_game_command_equality() {
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);
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}
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#[test]
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fn test_game_command_copy_clone() {
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let original = GameCommand::MovePlayer(Direction::Up);
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let copied = original;
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let cloned = original.clone();
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assert_eq!(original, copied);
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assert_eq!(original, cloned);
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assert_eq!(copied, cloned);
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}
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#[test]
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fn test_game_event_variants() {
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let command_event = GameEvent::Command(GameCommand::Exit);
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38
tests/input.rs
Normal file
38
tests/input.rs
Normal file
@@ -0,0 +1,38 @@
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use pacman::events::{GameCommand, GameEvent};
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use pacman::map::direction::Direction;
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use pacman::systems::input::{process_simple_key_events, Bindings, SimpleKeyEvent};
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use sdl2::keyboard::Keycode;
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#[test]
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fn resumes_previous_direction_when_secondary_key_released() {
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let mut bindings = Bindings::default();
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// Frame 1: Press W (Up) => emits Move Up
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
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assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
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// Frame 2: Press D (Right) => emits Move Right
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
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assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Right))));
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// Frame 3: Release D, no new key this frame => should continue previous key W (Up)
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
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assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
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}
|
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|
||||
#[test]
|
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fn holds_last_pressed_key_across_frames_when_no_new_input() {
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let mut bindings = Bindings::default();
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// Frame 1: Press Left
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
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assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
|
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|
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// Frame 2: No input => continues Left
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let events = process_simple_key_events(&mut bindings, &[]);
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assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
|
||||
|
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// Frame 3: Release Left, no input remains => nothing emitted
|
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Left)]);
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||||
assert!(events.is_empty());
|
||||
}
|
||||
345
tests/item.rs
345
tests/item.rs
@@ -1,159 +1,278 @@
|
||||
use pacman::systems::components::EntityType;
|
||||
use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
|
||||
|
||||
// Helper functions that extract the core scoring logic from item_system
|
||||
// This allows us to test the business rules without ECS complexity
|
||||
use pacman::{
|
||||
events::GameEvent,
|
||||
map::builder::Map,
|
||||
systems::{
|
||||
audio::AudioEvent,
|
||||
components::{AudioState, EntityType, ItemCollider, PacmanCollider, ScoreResource},
|
||||
item::{is_valid_item_collision, item_system},
|
||||
movement::Position,
|
||||
},
|
||||
};
|
||||
|
||||
fn calculate_score_for_item(entity_type: EntityType) -> Option<u32> {
|
||||
match entity_type {
|
||||
EntityType::Pellet => Some(10),
|
||||
EntityType::PowerPellet => Some(50),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
fn is_collectible_item(entity_type: EntityType) -> bool {
|
||||
matches!(entity_type, EntityType::Pellet | EntityType::PowerPellet)
|
||||
}
|
||||
|
||||
fn should_trigger_audio_on_collection(entity_type: EntityType) -> bool {
|
||||
is_collectible_item(entity_type)
|
||||
#[test]
|
||||
fn test_calculate_score_for_item() {
|
||||
assert!(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value());
|
||||
assert!(EntityType::Pellet.score_value().is_some());
|
||||
assert!(EntityType::PowerPellet.score_value().is_some());
|
||||
assert!(EntityType::Pellet.score_value().unwrap() < EntityType::PowerPellet.score_value().unwrap());
|
||||
assert!(EntityType::Player.score_value().is_none());
|
||||
assert!(EntityType::Ghost.score_value().is_none());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_pellet_scoring() {
|
||||
assert_eq!(calculate_score_for_item(EntityType::Pellet), Some(10));
|
||||
fn test_is_collectible_item() {
|
||||
// Collectible
|
||||
assert!(EntityType::Pellet.is_collectible());
|
||||
assert!(EntityType::PowerPellet.is_collectible());
|
||||
|
||||
// Non-collectible
|
||||
assert!(!EntityType::Player.is_collectible());
|
||||
assert!(!EntityType::Ghost.is_collectible());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_power_pellet_scoring() {
|
||||
assert_eq!(calculate_score_for_item(EntityType::PowerPellet), Some(50));
|
||||
fn test_is_valid_item_collision() {
|
||||
// Player-item collisions should be valid
|
||||
assert!(is_valid_item_collision(EntityType::Player, EntityType::Pellet));
|
||||
assert!(is_valid_item_collision(EntityType::Player, EntityType::PowerPellet));
|
||||
assert!(is_valid_item_collision(EntityType::Pellet, EntityType::Player));
|
||||
assert!(is_valid_item_collision(EntityType::PowerPellet, EntityType::Player));
|
||||
|
||||
// Non-player-item collisions should be invalid
|
||||
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Ghost));
|
||||
assert!(!is_valid_item_collision(EntityType::Ghost, EntityType::Pellet));
|
||||
assert!(!is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet));
|
||||
assert!(!is_valid_item_collision(EntityType::Player, EntityType::Player));
|
||||
}
|
||||
|
||||
fn create_test_world() -> World {
|
||||
let mut world = World::new();
|
||||
|
||||
// Add required resources
|
||||
world.insert_resource(ScoreResource(0));
|
||||
world.insert_resource(AudioState::default());
|
||||
world.insert_resource(Events::<GameEvent>::default());
|
||||
world.insert_resource(Events::<AudioEvent>::default());
|
||||
world.insert_resource(Events::<pacman::error::GameError>::default());
|
||||
|
||||
// Add a minimal test map
|
||||
world.insert_resource(create_test_map());
|
||||
|
||||
world
|
||||
}
|
||||
|
||||
fn create_test_map() -> Map {
|
||||
use pacman::constants::RAW_BOARD;
|
||||
Map::new(RAW_BOARD).expect("Failed to create test map")
|
||||
}
|
||||
|
||||
fn spawn_test_pacman(world: &mut World) -> Entity {
|
||||
world
|
||||
.spawn((Position::Stopped { node: 0 }, EntityType::Player, PacmanCollider))
|
||||
.id()
|
||||
}
|
||||
|
||||
fn spawn_test_item(world: &mut World, item_type: EntityType) -> Entity {
|
||||
world.spawn((Position::Stopped { node: 1 }, item_type, ItemCollider)).id()
|
||||
}
|
||||
|
||||
fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
|
||||
let mut events = world.resource_mut::<Events<GameEvent>>();
|
||||
events.send(GameEvent::Collision(entity1, entity2));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_non_collectible_items_no_score() {
|
||||
assert_eq!(calculate_score_for_item(EntityType::Player), None);
|
||||
assert_eq!(calculate_score_for_item(EntityType::Ghost), None);
|
||||
fn test_item_system_pellet_collection() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
|
||||
// Send collision event
|
||||
send_collision_event(&mut world, pacman, pellet);
|
||||
|
||||
// Run the item system
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Check that score was updated
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 10);
|
||||
|
||||
// Check that the pellet was despawned (query should return empty)
|
||||
let item_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
assert_eq!(item_count, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collectible_item_detection() {
|
||||
assert!(is_collectible_item(EntityType::Pellet));
|
||||
assert!(is_collectible_item(EntityType::PowerPellet));
|
||||
assert!(!is_collectible_item(EntityType::Player));
|
||||
assert!(!is_collectible_item(EntityType::Ghost));
|
||||
fn test_item_system_power_pellet_collection() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
|
||||
|
||||
send_collision_event(&mut world, pacman, power_pellet);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Check that score was updated with power pellet value
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 50);
|
||||
|
||||
// Check that the power pellet was despawned (query should return empty)
|
||||
let item_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||
.count();
|
||||
assert_eq!(item_count, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_audio_trigger_for_collectibles() {
|
||||
assert!(should_trigger_audio_on_collection(EntityType::Pellet));
|
||||
assert!(should_trigger_audio_on_collection(EntityType::PowerPellet));
|
||||
assert!(!should_trigger_audio_on_collection(EntityType::Player));
|
||||
assert!(!should_trigger_audio_on_collection(EntityType::Ghost));
|
||||
fn test_item_system_multiple_collections() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet1 = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
let pellet2 = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
|
||||
|
||||
// Send multiple collision events
|
||||
send_collision_event(&mut world, pacman, pellet1);
|
||||
send_collision_event(&mut world, pacman, pellet2);
|
||||
send_collision_event(&mut world, pacman, power_pellet);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Check final score: 2 pellets (20) + 1 power pellet (50) = 70
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 70);
|
||||
|
||||
// Check that all items were despawned
|
||||
let pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
let power_pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
|
||||
.count();
|
||||
assert_eq!(pellet_count, 0);
|
||||
assert_eq!(power_pellet_count, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_score_progression() {
|
||||
// Test that power pellets are worth more than regular pellets
|
||||
let pellet_score = calculate_score_for_item(EntityType::Pellet).unwrap();
|
||||
let power_pellet_score = calculate_score_for_item(EntityType::PowerPellet).unwrap();
|
||||
fn test_item_system_ignores_non_item_collisions() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
|
||||
assert!(power_pellet_score > pellet_score);
|
||||
assert_eq!(power_pellet_score / pellet_score, 5); // Power pellets are worth 5x regular pellets
|
||||
// Create a ghost entity (not an item)
|
||||
let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
|
||||
|
||||
// Initial score
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
// Send collision event between pacman and ghost
|
||||
send_collision_event(&mut world, pacman, ghost);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Score should remain unchanged
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, initial_score);
|
||||
|
||||
// Ghost should still exist (not despawned)
|
||||
let ghost_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Ghost))
|
||||
.count();
|
||||
assert_eq!(ghost_count, 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_entity_type_variants() {
|
||||
// Test all EntityType variants to ensure they're handled appropriately
|
||||
let all_types = vec![
|
||||
EntityType::Player,
|
||||
EntityType::Ghost,
|
||||
EntityType::Pellet,
|
||||
EntityType::PowerPellet,
|
||||
];
|
||||
fn test_item_system_wrong_collision_order() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
|
||||
let mut collectible_count = 0;
|
||||
let mut non_collectible_count = 0;
|
||||
// Send collision event with entities in reverse order
|
||||
send_collision_event(&mut world, pellet, pacman);
|
||||
|
||||
for entity_type in all_types {
|
||||
if is_collectible_item(entity_type) {
|
||||
collectible_count += 1;
|
||||
// All collectible items should have a score
|
||||
assert!(calculate_score_for_item(entity_type).is_some());
|
||||
} else {
|
||||
non_collectible_count += 1;
|
||||
// Non-collectible items should not have a score
|
||||
assert!(calculate_score_for_item(entity_type).is_none());
|
||||
}
|
||||
}
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Verify we have the expected number of each type
|
||||
assert_eq!(collectible_count, 2); // Pellet and PowerPellet
|
||||
assert_eq!(non_collectible_count, 2); // Player and Ghost
|
||||
// Should still work correctly
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 10);
|
||||
let pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
assert_eq!(pellet_count, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_score_accumulation() {
|
||||
// Test score accumulation logic (simulating multiple collections)
|
||||
let mut total_score = 0u32;
|
||||
fn test_item_system_no_collision_events() {
|
||||
let mut world = create_test_world();
|
||||
let _pacman = spawn_test_pacman(&mut world);
|
||||
let _pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
|
||||
// Collect some items
|
||||
let collected_items = vec![
|
||||
EntityType::Pellet,
|
||||
EntityType::Pellet,
|
||||
EntityType::PowerPellet,
|
||||
EntityType::Pellet,
|
||||
EntityType::PowerPellet,
|
||||
];
|
||||
let initial_score = world.resource::<ScoreResource>().0;
|
||||
|
||||
for item in collected_items {
|
||||
if let Some(score) = calculate_score_for_item(item) {
|
||||
total_score += score;
|
||||
}
|
||||
}
|
||||
// Run system without any collision events
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Expected: 3 pellets (30) + 2 power pellets (100) = 130
|
||||
assert_eq!(total_score, 130);
|
||||
// Nothing should change
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, initial_score);
|
||||
let pellet_count = world
|
||||
.query::<&EntityType>()
|
||||
.iter(&world)
|
||||
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
|
||||
.count();
|
||||
assert_eq!(pellet_count, 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_collision_filtering_logic() {
|
||||
// Test the logic for determining valid collision pairs
|
||||
// This mirrors the logic in item_system that checks entity types
|
||||
fn test_item_system_collision_with_missing_entity() {
|
||||
let mut world = create_test_world();
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
|
||||
let test_cases = vec![
|
||||
(EntityType::Player, EntityType::Pellet, true),
|
||||
(EntityType::Player, EntityType::PowerPellet, true),
|
||||
(EntityType::Player, EntityType::Ghost, false), // Not handled by item system
|
||||
(EntityType::Player, EntityType::Player, false), // Not a valid collision
|
||||
(EntityType::Ghost, EntityType::Pellet, false), // Ghosts don't collect items
|
||||
(EntityType::Pellet, EntityType::PowerPellet, false), // Items don't interact
|
||||
];
|
||||
// Create a fake entity ID that doesn't exist
|
||||
let fake_entity = Entity::from_raw(999);
|
||||
|
||||
for (entity1, entity2, should_be_valid) in test_cases {
|
||||
let is_valid_item_collision = (entity1 == EntityType::Player && is_collectible_item(entity2))
|
||||
|| (entity2 == EntityType::Player && is_collectible_item(entity1));
|
||||
send_collision_event(&mut world, pacman, fake_entity);
|
||||
|
||||
assert_eq!(
|
||||
is_valid_item_collision, should_be_valid,
|
||||
"Failed for collision between {:?} and {:?}",
|
||||
entity1, entity2
|
||||
);
|
||||
}
|
||||
// System should handle gracefully and not crash
|
||||
world
|
||||
.run_system_once(item_system)
|
||||
.expect("System should handle missing entities gracefully");
|
||||
|
||||
// Score should remain unchanged
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_item_collection_side_effects() {
|
||||
// Test that collecting items should trigger the expected side effects
|
||||
let collectible_items = vec![EntityType::Pellet, EntityType::PowerPellet];
|
||||
fn test_item_system_preserves_existing_score() {
|
||||
let mut world = create_test_world();
|
||||
|
||||
for item in collectible_items {
|
||||
// Should provide score
|
||||
assert!(calculate_score_for_item(item).is_some());
|
||||
// Set initial score
|
||||
world.insert_resource(ScoreResource(100));
|
||||
|
||||
// Should trigger audio
|
||||
assert!(should_trigger_audio_on_collection(item));
|
||||
let pacman = spawn_test_pacman(&mut world);
|
||||
let pellet = spawn_test_item(&mut world, EntityType::Pellet);
|
||||
|
||||
// Should be marked as collectible
|
||||
assert!(is_collectible_item(item));
|
||||
}
|
||||
send_collision_event(&mut world, pacman, pellet);
|
||||
|
||||
world.run_system_once(item_system).expect("System should run successfully");
|
||||
|
||||
// Score should be initial + pellet value
|
||||
let score = world.resource::<ScoreResource>();
|
||||
assert_eq!(score.0, 110);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user