Files
Pac-Man/tests/player.rs

522 lines
17 KiB
Rust

use bevy_ecs::{event::Events, system::RunSystemOnce};
use pacman::{
events::{GameCommand, GameEvent},
map::{
direction::Direction,
graph::{Edge, TraversalFlags},
},
systems::{
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
EntityType, GlobalState, Position, Velocity,
},
};
mod common;
#[test]
fn test_can_traverse_player_on_all_edges() {
let edge = Edge {
target: 1,
distance: 10.0,
direction: Direction::Up,
traversal_flags: TraversalFlags::ALL,
};
assert!(can_traverse(EntityType::Player, edge));
}
#[test]
fn test_can_traverse_player_on_pacman_only_edges() {
let edge = Edge {
target: 1,
distance: 10.0,
direction: Direction::Right,
traversal_flags: TraversalFlags::PACMAN,
};
assert!(can_traverse(EntityType::Player, edge));
}
#[test]
fn test_can_traverse_player_blocked_on_ghost_only_edges() {
let edge = Edge {
target: 1,
distance: 10.0,
direction: Direction::Left,
traversal_flags: TraversalFlags::GHOST,
};
assert!(!can_traverse(EntityType::Player, edge));
}
#[test]
fn test_can_traverse_ghost_on_all_edges() {
let edge = Edge {
target: 2,
distance: 15.0,
direction: Direction::Down,
traversal_flags: TraversalFlags::ALL,
};
assert!(can_traverse(EntityType::Ghost, edge));
}
#[test]
fn test_can_traverse_ghost_on_ghost_only_edges() {
let edge = Edge {
target: 2,
distance: 15.0,
direction: Direction::Up,
traversal_flags: TraversalFlags::GHOST,
};
assert!(can_traverse(EntityType::Ghost, edge));
}
#[test]
fn test_can_traverse_ghost_blocked_on_pacman_only_edges() {
let edge = Edge {
target: 2,
distance: 15.0,
direction: Direction::Right,
traversal_flags: TraversalFlags::PACMAN,
};
assert!(!can_traverse(EntityType::Ghost, edge));
}
#[test]
fn test_can_traverse_static_entities_flags() {
let edge = Edge {
target: 3,
distance: 8.0,
direction: Direction::Left,
traversal_flags: TraversalFlags::ALL,
};
// Static entities have empty traversal flags but can still "traverse"
// in the sense that empty flags are contained in any flag set
// This is the expected behavior since empty ⊆ any set
assert!(can_traverse(EntityType::Pellet, edge));
assert!(can_traverse(EntityType::PowerPellet, edge));
}
#[test]
fn test_entity_type_traversal_flags() {
assert_eq!(EntityType::Player.traversal_flags(), TraversalFlags::PACMAN);
assert_eq!(EntityType::Ghost.traversal_flags(), TraversalFlags::GHOST);
assert_eq!(EntityType::Pellet.traversal_flags(), TraversalFlags::empty());
assert_eq!(EntityType::PowerPellet.traversal_flags(), TraversalFlags::empty());
}
#[test]
fn test_player_control_system_move_command() {
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
common::send_game_event(&mut world, GameEvent::Command(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 = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send exit command
common::send_game_event(&mut world, GameEvent::Command(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 = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send toggle debug command
common::send_game_event(&mut world, GameEvent::Command(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!(debug_state.enabled);
}
#[test]
fn test_player_control_system_mute_audio() {
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send mute audio command
common::send_game_event(&mut world, GameEvent::Command(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
common::send_game_event(&mut world, GameEvent::Command(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 = common::create_test_world();
// Don't spawn a player entity
common::send_game_event(&mut world, GameEvent::Command(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 = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// 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 = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// 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 = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// 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 = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// 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 = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// 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
}
}
}
#[test]
fn test_full_player_input_to_movement_flow() {
let mut world = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
common::send_game_event(&mut world, GameEvent::Command(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 = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
common::send_game_event(&mut world, GameEvent::Command(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 = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send multiple rapid direction changes
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Down)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
common::send_game_event(&mut world, GameEvent::Command(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 = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// 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
common::send_game_event(&mut world, GameEvent::Command(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();
common::send_game_event(&mut world, GameEvent::Command(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();
common::send_game_event(&mut world, GameEvent::Command(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!(debug_state_after_toggle.enabled, "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
}
}