mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 03:15:48 -06:00
249 lines
8.9 KiB
Rust
249 lines
8.9 KiB
Rust
use bevy_ecs::{entity::Entity, system::RunSystemOnce};
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use pacman::systems::{is_valid_item_collision, item_system, EntityType, GhostState, Position, ScoreResource};
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mod common;
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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::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_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_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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#[test]
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fn test_item_system_pellet_collection() {
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let mut world = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
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// Send collision event
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common::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_item_system_power_pellet_collection() {
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let mut world = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
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common::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_item_system_multiple_collections() {
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let mut world = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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let pellet1 = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
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let pellet2 = common::spawn_test_item(&mut world, 2, EntityType::Pellet);
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let power_pellet = common::spawn_test_item(&mut world, 3, EntityType::PowerPellet);
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// Send multiple collision events
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common::send_collision_event(&mut world, pacman, pellet1);
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common::send_collision_event(&mut world, pacman, pellet2);
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common::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_item_system_ignores_non_item_collisions() {
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let mut world = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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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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common::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_item_system_no_collision_events() {
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let mut world = common::create_test_world();
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let _pacman = common::spawn_test_pacman(&mut world, 0);
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let _pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
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let initial_score = world.resource::<ScoreResource>().0;
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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");
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// Nothing should change
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let score = world.resource::<ScoreResource>();
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assert_eq!(score.0, initial_score);
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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, 1);
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}
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#[test]
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fn test_item_system_collision_with_missing_entity() {
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let mut world = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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// Create a fake entity ID that doesn't exist
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let fake_entity = Entity::from_raw(999);
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common::send_collision_event(&mut world, pacman, fake_entity);
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// System should handle gracefully and not crash
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world
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.run_system_once(item_system)
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.expect("System should handle missing entities gracefully");
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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, 0);
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}
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#[test]
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fn test_item_system_preserves_existing_score() {
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let mut world = common::create_test_world();
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// Set initial score
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world.insert_resource(ScoreResource(100));
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let pacman = common::spawn_test_pacman(&mut world, 0);
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let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
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common::send_collision_event(&mut world, pacman, pellet);
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world.run_system_once(item_system).expect("System should run successfully");
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// Score should be initial + pellet value
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let score = world.resource::<ScoreResource>();
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assert_eq!(score.0, 110);
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}
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#[test]
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fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
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let mut world = common::create_test_world();
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let pacman = common::spawn_test_pacman(&mut world, 0);
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let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
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// Spawn a ghost in Eyes state (returning to ghost house)
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let eyes_ghost = common::spawn_test_ghost(&mut world, 2, GhostState::Eyes);
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// Spawn a ghost in Normal state
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let normal_ghost = common::spawn_test_ghost(&mut world, 3, GhostState::Normal);
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common::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 the power pellet was collected and score updated
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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
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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!(power_pellet_count, 0);
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// Check that the Eyes ghost state was not changed
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let eyes_ghost_state = world.entity(eyes_ghost).get::<GhostState>().unwrap();
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assert!(matches!(*eyes_ghost_state, GhostState::Eyes));
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// Check that the Normal ghost state was changed to Frightened
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let normal_ghost_state = world.entity(normal_ghost).get::<GhostState>().unwrap();
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assert!(matches!(*normal_ghost_state, GhostState::Frightened { .. }));
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}
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