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@@ -1,159 +1,278 @@
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use pacman::systems::components::EntityType;
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use bevy_ecs::{event::Events, prelude::*, system::RunSystemOnce, world::World};
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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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use pacman::{
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events::GameEvent,
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map::builder::Map,
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systems::{
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audio::AudioEvent,
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components::{AudioState, EntityType, ItemCollider, PacmanCollider, ScoreResource},
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item::{is_valid_item_collision, item_system},
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movement::Position,
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},
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};
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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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#[test]
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fn test_calculate_score_for_item() {
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assert!(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value());
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assert!(EntityType::Pellet.score_value().is_some());
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assert!(EntityType::PowerPellet.score_value().is_some());
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assert!(EntityType::Pellet.score_value().unwrap() < EntityType::PowerPellet.score_value().unwrap());
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assert!(EntityType::Player.score_value().is_none());
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assert!(EntityType::Ghost.score_value().is_none());
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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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fn test_is_collectible_item() {
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// Collectible
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assert!(EntityType::Pellet.is_collectible());
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assert!(EntityType::PowerPellet.is_collectible());
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// Non-collectible
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assert!(!EntityType::Player.is_collectible());
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assert!(!EntityType::Ghost.is_collectible());
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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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fn test_is_valid_item_collision() {
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// Player-item collisions should be valid
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assert!(is_valid_item_collision(EntityType::Player, EntityType::Pellet));
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assert!(is_valid_item_collision(EntityType::Player, EntityType::PowerPellet));
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assert!(is_valid_item_collision(EntityType::Pellet, EntityType::Player));
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assert!(is_valid_item_collision(EntityType::PowerPellet, EntityType::Player));
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// Non-player-item collisions should be invalid
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assert!(!is_valid_item_collision(EntityType::Player, EntityType::Ghost));
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assert!(!is_valid_item_collision(EntityType::Ghost, EntityType::Pellet));
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assert!(!is_valid_item_collision(EntityType::Pellet, EntityType::PowerPellet));
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assert!(!is_valid_item_collision(EntityType::Player, EntityType::Player));
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}
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fn create_test_world() -> World {
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let mut world = World::new();
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// Add required resources
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world.insert_resource(ScoreResource(0));
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world.insert_resource(AudioState::default());
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world.insert_resource(Events::<GameEvent>::default());
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world.insert_resource(Events::<AudioEvent>::default());
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world.insert_resource(Events::<pacman::error::GameError>::default());
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// Add a minimal test map
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world.insert_resource(create_test_map());
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world
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}
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fn create_test_map() -> Map {
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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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fn spawn_test_pacman(world: &mut World) -> Entity {
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world
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.spawn((Position::Stopped { node: 0 }, EntityType::Player, PacmanCollider))
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.id()
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}
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fn spawn_test_item(world: &mut World, item_type: EntityType) -> Entity {
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world.spawn((Position::Stopped { node: 1 }, item_type, ItemCollider)).id()
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}
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fn send_collision_event(world: &mut World, entity1: Entity, entity2: Entity) {
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let mut events = world.resource_mut::<Events<GameEvent>>();
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events.send(GameEvent::Collision(entity1, entity2));
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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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fn test_item_system_pellet_collection() {
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let mut world = create_test_world();
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let pacman = spawn_test_pacman(&mut world);
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let pellet = spawn_test_item(&mut world, EntityType::Pellet);
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// Send collision event
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send_collision_event(&mut world, pacman, pellet);
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// Run the item system
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world.run_system_once(item_system).expect("System should run successfully");
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// Check that score was updated
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let score = world.resource::<ScoreResource>();
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assert_eq!(score.0, 10);
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// Check that the pellet was despawned (query should return empty)
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let item_count = world
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.query::<&EntityType>()
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.iter(&world)
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.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
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.count();
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assert_eq!(item_count, 0);
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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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fn test_item_system_power_pellet_collection() {
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let mut world = create_test_world();
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let pacman = spawn_test_pacman(&mut world);
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let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
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send_collision_event(&mut world, pacman, power_pellet);
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world.run_system_once(item_system).expect("System should run successfully");
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// Check that score was updated with power pellet value
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let score = world.resource::<ScoreResource>();
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assert_eq!(score.0, 50);
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// Check that the power pellet was despawned (query should return empty)
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let item_count = world
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.query::<&EntityType>()
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.iter(&world)
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.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
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.count();
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assert_eq!(item_count, 0);
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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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fn test_item_system_multiple_collections() {
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let mut world = create_test_world();
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let pacman = spawn_test_pacman(&mut world);
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let pellet1 = spawn_test_item(&mut world, EntityType::Pellet);
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let pellet2 = spawn_test_item(&mut world, EntityType::Pellet);
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let power_pellet = spawn_test_item(&mut world, EntityType::PowerPellet);
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// Send multiple collision events
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send_collision_event(&mut world, pacman, pellet1);
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send_collision_event(&mut world, pacman, pellet2);
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send_collision_event(&mut world, pacman, power_pellet);
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world.run_system_once(item_system).expect("System should run successfully");
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// Check final score: 2 pellets (20) + 1 power pellet (50) = 70
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let score = world.resource::<ScoreResource>();
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assert_eq!(score.0, 70);
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// Check that all items were despawned
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let pellet_count = world
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.query::<&EntityType>()
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.iter(&world)
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.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
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.count();
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let power_pellet_count = world
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.query::<&EntityType>()
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.iter(&world)
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.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
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.count();
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assert_eq!(pellet_count, 0);
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assert_eq!(power_pellet_count, 0);
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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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fn test_item_system_ignores_non_item_collisions() {
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let mut world = create_test_world();
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let pacman = spawn_test_pacman(&mut world);
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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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// Create a ghost entity (not an item)
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let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
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// Initial score
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let initial_score = world.resource::<ScoreResource>().0;
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// Send collision event between pacman and ghost
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send_collision_event(&mut world, pacman, ghost);
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world.run_system_once(item_system).expect("System should run successfully");
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// Score should remain unchanged
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let score = world.resource::<ScoreResource>();
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assert_eq!(score.0, initial_score);
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// Ghost should still exist (not despawned)
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let ghost_count = world
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.query::<&EntityType>()
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.iter(&world)
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.filter(|&entity_type| matches!(entity_type, EntityType::Ghost))
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.count();
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assert_eq!(ghost_count, 1);
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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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fn test_item_system_wrong_collision_order() {
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let mut world = create_test_world();
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let pacman = spawn_test_pacman(&mut world);
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let pellet = spawn_test_item(&mut world, EntityType::Pellet);
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let mut collectible_count = 0;
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let mut non_collectible_count = 0;
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// Send collision event with entities in reverse order
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send_collision_event(&mut world, pellet, pacman);
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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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world.run_system_once(item_system).expect("System should run successfully");
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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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// Should still work correctly
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let score = world.resource::<ScoreResource>();
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assert_eq!(score.0, 10);
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let pellet_count = world
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.query::<&EntityType>()
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.iter(&world)
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.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
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.count();
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assert_eq!(pellet_count, 0);
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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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fn test_item_system_no_collision_events() {
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let mut world = create_test_world();
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let _pacman = spawn_test_pacman(&mut world);
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let _pellet = spawn_test_item(&mut world, EntityType::Pellet);
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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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let initial_score = world.resource::<ScoreResource>().0;
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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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// Run system without any collision events
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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);
|
|
|
|
|
}
|
|
|
|
|