Files
Pac-Man/tests/blinking.rs

328 lines
10 KiB
Rust

use bevy_ecs::{entity::Entity, system::RunSystemOnce, world::World};
use pacman::systems::{blinking_system, Blinking, DeltaTime, Frozen, Renderable, Visibility};
use speculoos::prelude::*;
mod common;
/// Creates a test world with blinking system resources
fn create_blinking_test_world() -> World {
let mut world = World::new();
world.insert_resource(DeltaTime::from_ticks(1));
world
}
/// Spawns a test entity with blinking and renderable components
fn spawn_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
Visibility::visible(),
))
.id()
}
/// Spawns a test entity with blinking, renderable, and hidden visibility
fn spawn_hidden_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
Visibility::hidden(),
))
.id()
}
/// Spawns a test entity with blinking, renderable, and frozen components
fn spawn_frozen_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
Visibility::visible(),
Frozen,
))
.id()
}
/// Spawns a test entity with blinking, renderable, hidden visibility, and frozen components
fn spawn_frozen_hidden_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
Visibility::hidden(),
Frozen,
))
.id()
}
/// Runs the blinking system with the given delta time
fn run_blinking_system(world: &mut World, delta_ticks: u32) {
world.resource_mut::<DeltaTime>().ticks = delta_ticks;
world.run_system_once(blinking_system).unwrap();
}
/// Checks if an entity is visible
fn is_entity_visible(world: &World, entity: Entity) -> bool {
world
.entity(entity)
.get::<Visibility>()
.map(|v| v.is_visible())
.unwrap_or(true) // Default to visible if no Visibility component
}
/// Checks if an entity is hidden
fn is_entity_hidden(world: &World, entity: Entity) -> bool {
world
.entity(entity)
.get::<Visibility>()
.map(|v| v.is_hidden())
.unwrap_or(false) // Default to visible if no Visibility component
}
/// Checks if an entity has the Frozen component
fn has_frozen_component(world: &World, entity: Entity) -> bool {
world.entity(entity).contains::<Frozen>()
}
#[test]
fn test_blinking_component_creation() {
let blinking = Blinking::new(10);
assert_that(&blinking.tick_timer).is_equal_to(0);
assert_that(&blinking.interval_ticks).is_equal_to(10);
}
#[test]
fn test_blinking_system_normal_interval_no_toggle() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 5);
// Run system with 3 ticks (less than interval)
run_blinking_system(&mut world, 3);
// Entity should not be hidden yet
assert_that(&is_entity_visible(&world, entity)).is_true();
// Check that timer was updated
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(3);
}
#[test]
fn test_blinking_system_normal_interval_first_toggle() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 5);
// Run system with 5 ticks (exactly one interval)
run_blinking_system(&mut world, 5);
// Entity should now be hidden
assert_that(&is_entity_hidden(&world, entity)).is_true();
// Check that timer was reset
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(0);
}
#[test]
fn test_blinking_system_normal_interval_second_toggle() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 5);
// First toggle: 5 ticks
run_blinking_system(&mut world, 5);
assert_that(&is_entity_hidden(&world, entity)).is_true();
// Second toggle: another 5 ticks
run_blinking_system(&mut world, 5);
assert_that(&is_entity_visible(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_normal_interval_multiple_intervals() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 3);
// Run system with 7 ticks (2 complete intervals + 1 remainder)
run_blinking_system(&mut world, 7);
// Should toggle twice (even number), so back to original state (not hidden)
assert_that(&is_entity_visible(&world, entity)).is_true();
// Check that timer was updated to remainder
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(1);
}
#[test]
fn test_blinking_system_normal_interval_odd_intervals() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 2);
// Run system with 5 ticks (2 complete intervals + 1 remainder)
run_blinking_system(&mut world, 5);
// Should toggle twice (even number), so back to original state (not hidden)
assert_that(&is_entity_visible(&world, entity)).is_true();
// Check that timer was updated to remainder
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(1);
}
#[test]
fn test_blinking_system_zero_interval_with_ticks() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 0);
// Run system with any positive ticks
run_blinking_system(&mut world, 1);
// Entity should be hidden immediately
assert_that(&is_entity_hidden(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_zero_interval_no_ticks() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 0);
// Run system with 0 ticks
run_blinking_system(&mut world, 0);
// Entity should not be hidden (no time passed)
assert_that(&is_entity_visible(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_zero_interval_toggle_back() {
let mut world = create_blinking_test_world();
let entity = spawn_hidden_blinking_entity(&mut world, 0);
// Run system with any positive ticks
run_blinking_system(&mut world, 1);
// Entity should be unhidden
assert_that(&is_entity_visible(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_frozen_entity_unhidden() {
let mut world = create_blinking_test_world();
let entity = spawn_frozen_hidden_blinking_entity(&mut world, 5);
// Run system with ticks
run_blinking_system(&mut world, 10);
// Frozen entity should be unhidden and stay unhidden
assert_that(&is_entity_visible(&world, entity)).is_true();
assert_that(&has_frozen_component(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_frozen_entity_no_blinking() {
let mut world = create_blinking_test_world();
let entity = spawn_frozen_blinking_entity(&mut world, 5);
// Run system with ticks
run_blinking_system(&mut world, 10);
// Frozen entity should not be hidden (blinking disabled)
assert_that(&is_entity_visible(&world, entity)).is_true();
assert_that(&has_frozen_component(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_frozen_entity_timer_not_updated() {
let mut world = create_blinking_test_world();
let entity = spawn_frozen_blinking_entity(&mut world, 5);
// Run system with ticks
run_blinking_system(&mut world, 10);
// Timer should not be updated for frozen entities
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(0);
}
#[test]
fn test_blinking_system_entity_without_renderable_ignored() {
let mut world = create_blinking_test_world();
// Spawn entity with only Blinking component (no Renderable)
let entity = world.spawn(Blinking::new(5)).id();
// Run system
run_blinking_system(&mut world, 10);
// Entity should not be affected (not in query)
assert_that(&is_entity_visible(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_entity_without_blinking_ignored() {
let mut world = create_blinking_test_world();
// Spawn entity with only Renderable component (no Blinking)
let entity = world
.spawn(Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
})
.id();
// Run system
run_blinking_system(&mut world, 10);
// Entity should not be affected (not in query)
assert_that(&is_entity_visible(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_large_interval() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 1000);
// Run system with 500 ticks (less than interval)
run_blinking_system(&mut world, 500);
// Entity should not be hidden yet
assert_that(&is_entity_visible(&world, entity)).is_true();
// Check that timer was updated
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(500);
}
#[test]
fn test_blinking_system_very_small_interval() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 1);
// Run system with 1 tick
run_blinking_system(&mut world, 1);
// Entity should be hidden
assert_that(&is_entity_hidden(&world, entity)).is_true();
// Run system with another 1 tick
run_blinking_system(&mut world, 1);
// Entity should be unhidden
assert_that(&is_entity_visible(&world, entity)).is_true();
}